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 3rd person character bp -
this is in my checkpoint bp -
save game widget -
thank you
XxpiingyxX
(XxpiingyxX)
February 12, 2024, 2:24pm
2
Elysian_Dreams:
y display
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
Everynone
(Everynone)
February 12, 2024, 2:36pm
4
Keep it in the viewport but hidden.
Enter box → Show
Leave Box → Hide
1 Like
Thanks!
I have done the character but struggling in the checkpoint
Everynone
(Everynone)
February 12, 2024, 4:01pm
6
One is a widget, the other a scene component:
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
Everynone
(Everynone)
February 12, 2024, 4:16pm
8
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
Everynone
(Everynone)
February 12, 2024, 4:39pm
10
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:
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.
Everynone
(Everynone)
February 12, 2024, 5:03pm
12
do you, perhaps, start the game inside in the checkpoint, so the widget become immediately visible?
if you remove this part, is it still showing?
does it become hidden when you leave?
could you show this part:
after selecting the root of the widget:
This is how it is before I removed what you said and after I removed it doesn’t appear at all
Everynone
(Everynone)
February 12, 2024, 6:49pm
15
The screencap above is not what I asked about. Root element and its Behaviour panel. Check my screenshots.
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
Everynone
(Everynone)
February 12, 2024, 6:59pm
17
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.
Everynone
(Everynone)
February 12, 2024, 7:02pm
18
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
system
(system)
Closed
March 13, 2024, 9:18pm
20
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