"Help!" notification on random objects

Hey!

I am trying to make a game where i need to have a HUD notification on top of random objects on the map which needs repairing, then the player will move to that object, interact with it and after the interaction is completed, the icon should disappear.
As the time increases the frequency of the notification will also increase

Do you really need to have those notifications on your HUD? Maybe it will be better to spawn those notifications directly over the objects using billboards?

You can make signs appear above objects by including a ‘widget component’ in the BP:

304178-fix.gif

anything that gets the job done

Thanks a lot,
but how do i spawn that text i.e “fixable object” to random objects in the level and that text should appear with out the player having to go there.

So that’s my idea. Create a simple blueprint with a billboard component. When an object needs fixing, it spawns this billboard blueprint above itself, and saves it to a variable named “Child Help Sign” or whatever. When a help sign is spawned, you can increase the counter value on your HUD to see how many objects need repairing at the moment. Once an object is fixed, decrease the counter value and destroy the child help sign.

A few things to keep in mind:

  1. If your map is really large, you won’t really see the help sign if it’s far away. A way to fix that is to set Size in Screen Space in the billboard details, and it will be always the same size on the screen.

  2. Since the sign in not on the HUD, it may be hidden by walls and other objects. As a workaround, use Material Billboard instead of regular Billboard, make the material Translucent, and Disable Depth Test in the material Details. This way the help sign will always render on top of everything else.

Each object is a blueprint. It will use a random bool to decide whether to show the sign or now.

Here, attempt 2:

304244-fix.gif

I basically did it from this tutorial:

You just need to also make a widget with the text in it. When the button gets clicked, you change the text.

Hey!!

First of all thanks a lot for your respond, the thing is i had been following this guys tutorial

If you remeber u had helped me out before with this vid, turned out i had skipped a step but then i figured it out later.
So what did was, i tried to made some changes in the blue to make Ing2 spawn randomly and then i interact with it and then it would despawn

i am attaching some screenshorts of my work, they are numbered, i have tried to explain it as much as i could :smiley:

Here are some more…

i have even selected the item on the desk it is spawns on

Hey There!

So sorry for just a late responses, but i do like your idea of a billboard, but unfortunately that was the only thing i could figure out how to do :smiley: :P, i am pretty bad at this stuff, so if possible could you just share some screenshots or maybe a vid.
I would totally understand if you won’t, Thanks anyway

In your first pic I see a problem.

The whole point of those chains of cast nodes is to do this kind of thing:

is it an X?
no - ok, is it a Y?
no - ok, is it a Z?..

So, you’re going through all the possible things it could be. When a cast fails, you try the next type of cast, and so on.

The problem is you’re going on to the next type of cast when it succeeds! See here:

Is it a desk? no then is it a Ingre?

But you taken the ‘yes is it a desk’ link and plugged it into the Ingre test. Of course it’s not an Ingre, because it’s already a desk!

Do you get it?

Create a blueprint BP_HelpSign. Add a Material Billboard component. In the Billboard details, press ‘+’ under Sprite, open the tree that appeared, add your material, check Size in Screen Space, and set Base Size X and Y to something you like. I find .1 and .2 alright.

304342-mat.png

The material: set it to Translucent and Unlit in details, Disable Depth Test.

The material itself may be as simple or as complex as you like. Here’s mine:

Now the object to fix: when time comes, it just spawns a sign over itself, depending on your setup. And when you fix the object, it destroys the spawned sign. That’s it.

Hope everything is quite clear.

Yeah got it ! I just threw away the cast to “cast to BP_desk” and the “target”
Now its spawning and having the interaction like intended

BUT

the objects keep spawning on the same location
how do i make it stop spawning if there is one spawned already

ALSO

i want the box to be destroyed once the interaction is completed, i had followed the tuto to make this
“ChoppingDesk” is another actor where if the “Ing2” was placed it was getting destroyed and was getting replaced by another actor
So how do i get rid of “cast to chopping Desk” and also have my Box destroyed
also BP_Ingre is parent of Ing2

Do you need to have the spawn on a timer? Surely it only needs to happen once.

Yeah, but iam not sure how it should work

Yeah got it! thanks ill try it out

Hey how do i stop it form spawning if its already present

Go back a bit earlier. Don’t even call the spawn if there’s on there…

What function do i use to make it check if the actor is present don’t spawn another actor, also i am not able to understand how do i make the actor destroyed after the progression is finished

Sorry for the late replies and the constant poking