Still does not work
Does F1 actually fire from the pawn? This is supposed to be in PlayerController. You might need to get owner controller. I’d add a “Print String” in there for you to see that it’s working, as well as a print string from cast failed saying “Cast failed”
I have the widget otherwise always started and it worked.
Then I wanted the player display with purely and have it after the screenshot from above reproduced, thought it worked so.
If I connect the “print string” with “cast failed” and press F1, the top left appears Hello
Your cast is failing, which means your “BattleGameState” is not the default GameState for your session. Cast to ShooterPlayerState instead and it should work.
I can not find anything with Cast to ShooterPlayerState
I meant shootergamestate, sorry
Thanks, now the widget is displayed, but in the textblock is displayed in the Dev-kit or online on the gameserver nothing
Is the variable in the widget hidden? When you’re in the graph, and you see the variables on the left, there’s a little eyeball next to them. If you click that eyeball it’ll open up and turn yellow, meaning it can be edited from other blueprints
Variable is public.
I have been having trouble with the same thing, i have tried creating a new variable in PlayerPawnTest then trying to return it to a UI, i have also tried the same thing using “PlayerControllerBluePrint to UI”.
Everything i have tried has failed to communicate between both blueprints, Event Dispatchers, Casting, BP Interfaces, and even “Creating Widgets through the Graph”. I even tried everything in this thread and several other “Non-Ark” threads but none worked. Without the graphs communicating, i have print strings in each and they do not fail. It just appears to be an issue getting the new variables from other class blueprints to show up in the context menu.
It must work somehow, because WoefulMacabre has it in its Mod synonymous inside
Worked perfectly fine for me on a fresh mod… Did it all from scratch, no issues. The only thing I can think of is if you guys don’t have children files for your widgets.
That must be it, but how do you make a child of a widget blueprint without losing the widget part of it?
Edit: i did a “verify” and it started working on my original file, i also created a child too and they both work… thank you Huston850
And how did you do that exactly Livefire
on the dev kit launcher, click the setting button next to Launch, it will open a drop-down menu, then click verify
Same as making a child of anything else. Click it and drag it to your folder, then create child. A child of a widget just handles some information, so they come out as two different file types.
I do not understand exactly what you mean
Sorry to go a bit off-topic from the original post;
Does anyone know how to setup the bindings so that I can make a dynamic player list through this technique? I’ve been trying to create a player list of buttons; I can retrieve the actual list without difficulties, it’s just binding the buttons so it works dynamically that I’m having issues with.
Thanks in advance.
You should have two files: “ThisWidget” the white file, and “ThisWidget_Child” the blue file. To get the child file, you simply click your widget, drag it into your mod folder (should just be same folder), and click “Create Child Here”
How do you mean? You’re asking how to bind a player list and a button, but it’s only one question? Are you trying to use the same widget and rename the buttons depending on what you’re doing or something?