I’m trying to Check/Uncheck a Checkbox state in a Widget with a True or Not Branch. Can someone Help me?
Thank you
I’m trying to Check/Uncheck a Checkbox state in a Widget with a True or Not Branch. Can someone Help me?
Thank you
Your question is very obscure to me.
Am I understanding this correctly?
You need to find a way to determine whether or not your program should create a widget?
If so, what are the conditions?
Not to derail this, but you just need to know that I genuinely enjoy learning from you.
Anyways, my brain is (also) fried, so I’m going to take a break and come back to this later.
Hopefully you answered their problem.
Sorry, i am a total Beginner. (3 weeks into UE5. Never done something before.
The Widget already exists and has a Checkbox in it.
I meant: if a certain state changes from false (checkbox unchecked) to true, the checkbox inside this already existing widget should be checkmarked.
Sorry again for Confusing you
I see. Also, I wonder why you chose to handle widgets so early in the game? Do you fully understand scripting (?), because if not, you need to learn that first.
@Everynone just showed you how to do it.
do not demotivate me. you say i need to learn blueprints? then tell me HOW if not from the beginning? just placing items into my scene is easy but the dont move or interact without blueprints. and in my case widgets are very much necessary…
the second way from everynon worked. problem (halfways) solved. i need to figure a way how to keep the checkbox checked if the state changes to false…
thanks for your input, tought
Widgets are a pain in the rear and can become very complicated. It’s not something I’d suggest learning before getting a general gist of blueprint functionality and programmatic logical thinking. Things like getting a switch to turn off and on with a click, utilizing timers and delays… stuff like that are what you should learn in the beginning to get used to Booleans; widgets complicate a complicated program even further.
You could be further along than I give you credit for; I’m speaking from my experience.
Also, I don’t need (or want) to demotivate you; programming is often demoralizing enough.
Then you’ll need a secondary Boolean for flow control.
Something like this:
Where, the targeted value will remain the same until a certain condition is met to change it back again.
This ensures that the requirements that were needed to set the first condition as TRUE are not the same requirements to KEEP it as TRUE.
sorry for being a bit rude… it is my 3rd week of UE. i’m working on my stuff nearly 6h a day… i learned a lot already.
im working on y quest system inside SGK2 (game survival kit)
i have a quest widget with some text in it. the text is red if the quest is not completed and green if the quest is completed. this already works fine. but if i lose the item out of my inventory the text turns red again and i want to keep it green once the state was “true”
here is what i came up with:
i will try to understand your BP and experiment with it.
No offense taken!
Again, you’ll need a SECONDARY BOOLEAN that will allow for FLOW CONTROL.
So, your “ITEM_FOUND” value, when TRUE will then set ANOTHER Boolean to be true. You can call it “Item_Collected?”, then the quest marker will check BOTH values: “ITEM_FOUND” and “Item_Collected?”. If EITHER is true, then it will remain green.
i just tried this? does not work… is there a chance we can talk on discord? my name there is “Peroja” you can also find me on my server (also peroja)
Hello, again!
These are PUBLIC FORUMS, so it is critical that others see this post because they may have the same issues as you. The answers are for EVERYONE.
It should look like this. Pretend “Line_Trace_By_Channel” is your function.
OK, so i did exactly what you told me to do. Like This?
It does still not what i want. It turns from red to gren, thats fine, but if i remove my item from the bag, it turns bak to red again. once its green, it should stay green, regardless of the current state…
I apprechiate your help!!
Okay, do me a favor:
Detach the purple return nodes temporarily and replace them with PRINT_STRINGs. Have one say “hello” and the other “goodbye”.
“Hello” will take the place of green, “Goodbye” will take the place of red.
What happens?
(I do know a “fool-proof” way to fix this, but it’s cheating. I think you did something else I don’t see.)
thats why i wanted you to come to my discord. there i would give you access to my computer for remote control and help me out that way.
i will try what you said. back in a few minutes
did nothing. doesnt print anything? im confused. i know this node well and use it regulary for testing… need to wait…building my light
Yeah, this is what I guessed. What that means is that you have code somewhere else governing this behavior (green vs. red).
i do have the same blueprint for each text, but they are named green 1, green2 …etc…
hey, i really apprechiate your help. but imma bit tired of this problem. As this has no priority i will try to solve this later and continue with my level design for now. thank you sooo much for trying to help me out. im really greatful.
greetings from switzerland
randy
Should you feel the need to revisit this, I’ll be here. I think you’ll probably figure out what happened.
Good luck!