how to clear widget display after ActorEventEndOverlap (RESOLVED with help from Kalakus )

Is the same widget as before, i just edited it (added the foreachloop and so on), about the no “To Text” is because i changed the return node return value type.

The “Active” boolean is unchecked by default.

a small video about the change on the widget: https://vimeo.com/user88064950/revie…307/4dfca599c5

the windows recording cut some things, sorry about that… anyway is pretty clear what you need to do :slight_smile:

just got back up , it morning here. I will give it a shot shortly.

video link says can’t find that page.

ok so with video link not working , I winged it. in the widget if I connect the get " max breath" (player breath) to the return node , it brings up the " to text " node. in your pic , when it says " When you kill the player" , is that in the widget nodes as well? everything else I added, and so on timer2 it seems to work fine , resets and everything , but on our original timer , first time I overlap it works normal, when I end overlap all is good , but when I get back in overlap timer is immediately at zero and character dies.

ok so I didn’t have the default max breath set (it was at 0) on the first timer , now it all seems to be working normal. in you pic where it says " when you kill the player". do I even need that part? it seems to be normal now without it. let me test some more.

man you are awesome. everything is working perfectly now.

No problem, you’re welcome :slight_smile:

About the “kill the player” node is needed because when you beginoverlap the active boolean will be set to true, and if you leave it it will be set to false, but if you die the active boolean will stay on true if you don’t change it when the player die, that’s all :slight_smile:

i’ll call this issue RESOLVED for now thanks the the excellent help, effort , and knowledge of Kalakus. Thanks

how about this, (I don’t expect you to go all out on this as you have helped me a lot already), but generally speaking is it possible to start the timer from where it left off on save and load. I guess what happens is if i beginoverlap , get say 30 seconds into a 60 second timer and do a manual save , when I reload character position , the timer starts from 60 again. so it is easy to cheat the system as you could save in there at any place and have a full timer again.

Hello Razmaz, is absolutely possible to save the timer count, the problem is that I’m now away for a couple of weeks and i don’t have a pc, anything I can do now is addressing you about how to do that or a couple of valid solution.

  • in most games developers disable the save function in some place, so a fast and easy way can be disable it when overlap begin and re-enable it when overlap end or much better you can create a new reusable actor that disable save in some area for example, this method is the most used nowday, you may ask why, let’s suppose this situation:

i buy your game, start playing for like 1 hour saving always in the same slot, then i enter inside the overlap and save it before the timer is about to end, for stupidity or for distraction maybe? what happen if is now impossible to go out from that overlap because the timer count is not enought? A die loop, the player will be stuck inside a load - die loop, starting over is frustrating you know? Prevent saving inside some area can be a safety solution also for the player, if i die inside a overlap event i can always load the game just before it and try again, if I die inside an overlap saving some second before is a no-way-out (except if the count will be resetted like happen actually)

  • the second way is more close what you asked, working with the Save system, but you need to edit the timer a bit, you need to store the timer “active” boolean and also the timer count, and I think you need to store also what timer actor is referring to and when you load the save game you just need to load and set this variables.

i can suggest you to take a look at the save tutorial from epic games for know how to store and load variables:

https://docs.unrealengine.com/en-US/…ame/Blueprints

but my suggestion is to disable the save system in dangerous area, like this one, is more frustrating to start from a new save than dying and try again :slight_smile:

I thought about disabling save in that area, not sure how this is done. I’ll see if i can find any docs or tutorials on it when i get home. Is there like a “no save “ node? LOL! Thanks

Depends on how you save, is the player that click on the save button? If yes you can create another overlay or use the timer one and disable the save button with a Cast To on that widget.

Yea i been using the “Menu Starter Kit “ from the marketplace . So i would click the “P” (pause button ), brings up the save slot list , then mouse click on a slot to save to that slot.

You can cast to that widget and disable the save button on begin overlap

ok I will try that today , then this would only disable it while I am in the overlap?

Nope, on end overlap you need to re-enabled it at the same way, also on player die you need to re-enabled it on respawn.

Ok so all this would be done in the timer bp? Like use a sequence and come off the beginoverlap , cast to the pause menu widget and same thing with end overlap in the timer bp? I can see this being tricky for me as it is different than anything ive done.