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