I have been trying to make a hintstring system that updates whenever the player overlaps with something, currently I have that working just fine, the problem is I have objects that have “activated” booleans that are supposed to tell the player if something has been activated yet and if I have multiple of the same blueprint actors in a level one of them is randomly selected to be the “parent” for lack of better words and that dictates what the hintstring will say for all of the blueprint actors of that class in the level.
So for example, if the hintstring is supposed to say “Press E to fill lantern” like what I will be showing in the code and the player activates it the hintstring should update to “There’s no oil left”, now that works “kinda”. IF the hintstring does update that means the “activated” boolean was set to true and the hintstring variable I have set on the actor class has been updated, problem is if I walk to any actor of the same class and overlap with one that has “activated” as false the hintstring will still show up as the true version of the boolean.
I have tested to see if the boolean is being set to true across all duplicate actors in a level and they aren’t, the gif will show in the top left of the screen that they still false if I haven’t activated them yet, I have tried to reference the actors themselves as variables in the widget BP and the character BP but no matter what I do it will always come out with an “accessed none” error, so the only way I can get it to work is if I bind the hintstring text in the widget to get actor of class.
And here is the gif: Screen capture - 15cb5df55526277369c7d0c163330122 - Gyazo
Any ideas? I’m also curious as to why if I try to reference anything, whether that be an actor or widget, as a variable and pull the referenced objects variables from it’s node I will always get an “accessed none” error, but if I link it into a “cast to” node the error is gone but it doesn’t work like that anyways. I feel like if I could reference the actor itself rather than get actor of class that might work better than what I currently have but until I can figure out why I get that error I can’t really test it.