As you can see, I’m being driven crazy, for some reason, the Widget Blueprint just refuses to do so.
I need the Event Dispatcher to be detected for a prompt to be revealed by the Widget in the User’s UI, because I want every single thing with that actor component to have the function so my friend can just slot it in. I’ve been working on it for the past 3 days but I still can’t do anything, not even Chat and DeepSeek would help, please, somebody save me from this hell.
Assuming image 2 is the actor containing the component, you need to drop in the component and bind from that: Component → Bind to
I don’t think I would do it this way. I’d rather it be event driven, instead of constantly checking, such as on overlap, show prompt.
An example of what it’s for would help.
Image 2 is the widget containing the component, while Image 1 is the Actor Component itself.
Would you mind showing me how you would do it? O.O Because that’s the only way I could imagine it to work without having it to be too dependent on the Actor itself
What is it meant to do? Player reaches a point and a widget pops up? I’d have an actor that triggers on overlap, then adds the widget.
Or if I have a general interaction trace setup, I’d use that.
Use “Middle Man” setup. For non multiplayer best middle man is GameMode, for multiplayer GameInstance (just imo.).
Whole problem with actor components (or any components) is that they are created (spawned) before their owning actor (and maybe before widgets, not sure this). So there is HUGE mess in unreal with what spawns when.
For this reason i use BeginPlay, and then TICK that tries to assign dispatchers, if they are not yet assigned, then do once and cut off that tick branch. Yes it is total ugly hax, it triggers me, and in C++ whole spawning order is even worse.
Pass a reference of the player to the widget on construction. Then pull off the actor and call “bind event”