Hello,
In the current state of my game, I have made a system looking like New world. When I get in a far radius of an interactive item, a little round widget appears and if I get closer, a “press E” widget replaces it. When multiple items are in the close radius, I start a linetrace to choose which actor I’m looking at/toward and only show the “press E” widget on the appropriate item. The whole thing looks great but fails to work when in multiplayer and the problem comes from how I have done it.
I have an interaction component I put on my character and the two widgets attached to my base item blueprint but set to not visible. When I get closer to the item, I set the right widget visibility as wanted. Doing so also helps me choosing the location a widget will show depending on the item. The problem is: in multiplayer, it makes the widget visible for everybody.
I have been looking up online at several kind of similar problems but none actually gives a solution that would fit my problem.
-I could set the character as owner of the object and do a “only owner see” but then if two players are in radius of the same object, only one would see.
-I have thought of giving my objects a socket for the widgets and attach them as wanted but I am not even sure you can attach a widget to a socket as I couldn’t figure it out.
-I have also thought of adding it to the viewport and somehow getting it to stay over the object but this solution seems very tedious and costly.
I am pretty sure there is an easy solution with a node/functionality I am missing here
If anybody has an idea about how to solve that problem, I would be delighted to hear it !!
Cheers