How to get save game widget to only show when in checkpoint bp trigger box

Hi there,
Currently I have the game saving at each checkpoint in my game and I just made a widget that says “game saving…” that I would like to only display when the player is passing through a checkpoint. It currently displays all the time.

Can anyone help, I’m not a coder I use tutorials so an exact simple explanation would be much appreciated!

this is in my checkpoint bp -

save game widget -

thank you :slight_smile:


You have not connected the Return Value to the branch. This means that the branch will always run the true path.

I have just connected that now but my saving game widget still displays all the time

  • in the character:

Keep it in the viewport but hidden.

  • in the checkpoint actor:

Enter box → Show :point_down:

Leave Box → Hide :point_up_2:

1 Like

Thanks!
I have done the character but struggling in the checkpoint

One is a widget, the other a scene component:

image

Avoid placing down orphaned nodes, drag a wire first, then search:

This way you can’t make mistakes or least will get heavily filtered results. And if you can’t find something this way, you know you’re going the wrong way about it.

1 Like

Ok I have done that

and get this error

The widget does not exist or the reference is not assigned value (yet or not at all). Looks like you create the widget quite late:

You can’t operate on it unless it’s been created first. Create it before you attempt to use it for the first time. Hard to tell without seeing more of the script.


There are more nuanced ways of handling this, you could move the widget creation to the checkpoint rather than have it in the player. But see if you can get it going this way first.

Still can’t get it to work but no error now
It still just loads all the time

Since you hide it when the game begins (delete that bit, btw):

I’d start looking into how many widgets there actually are, because this one is hidden for sure. Or find places that could accidentally show this one.

Do you run this bit of script:

image

Anywhere else, creating more widget and orphaning the one you created here?


If you put this somewhere and select your widget class from the dropdown:

What does it print? It should be printing 1.

Yeah it prints 1
image

  • do you, perhaps, start the game inside in the checkpoint, so the widget become immediately visible?

image

  • if you remove this part, is it still showing?

  • does it become hidden when you leave?

  • could you show this part:

image

after selecting the root of the widget:

image

This is how it is before I removed what you said and after I removed it doesn’t appear at all

The screencap above is not what I asked about. Root element and its Behaviour panel. Check my screenshots.

  • does this trigger:

image

Put a print string at the end to find out.


I try to ask questions in bullet points to make it easy to track. It’d help a lot of if you could clarify those first. Thanks.

Besides that, it seems that you start inside a checkpoint - why are you surprised the saving widget shows up? You show it there yourself.

Is that the root?

No it doesn’t trigger, yeah sorry I’m just not great with blueprints

Yeah so I have to have a checkpoint at the start as it won’t start from player start with the checkpoints in

Is that the root?

Yup, and it look good.


So, this does not trigger:

Can we see how the box looks like?

You should be able to see it in the game. So you can visually inspect if you’re actually leaving it.

You’re using wrong component:

You’re supposed to leave the Overlap volume, right? Not the Disc mesh itself. We can’t leave that since it’s solid and can’t be overlapped.

Ok I changed it to overlap and reconnected the stuff I disconnected and it’s working now

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.