How to set visibility of a blueprint by blueprint level?

Hey guys, I have a clock in a blueprint, but it’s a horror scene that after the lights go out the clocks appear… I created the rotation of the pointer via blueprint, but I’m having trouble making this blueprint mesh visible via trigger box no level blueprint… how i do that? The clock is already disabled visibility in the static mesh! I need to make him appear by triggerbox by level!
(It’s a scene with 16 clocks, there’s a puzzle involved with them… add 16 triggerbox for each clock in the clock’s own bp I believe it wouldn’t be the best option!)

You put the collision box in the BP. When the player overlaps, show the clock.

but the problem, are 16 clocks, 16 bp… each clock is in a location, i needed it to appear for everyone at the same time… I would like to know if there is a way to make the mesh visible through the level blueprint

Everyone? Is this multiplayer?

You can do it from the level BP if you like. Just put a trigger box over each clock, and deal with the overlaps in the level BP.

You can tell which clock to make visible from the trigger box.

I’ll try to explain better, I have 16 clocks, in the same place where this dark blanket is… I can make a collision box for each one in specific and trigger it on the mesh blueprint… but I’ll have to make the 16 collision boxes stay in the same place on the map, it’s a scene where after activating a trigger box, all the elements of this scene disappear and others enter, it’s where all the clocks appear… I wanted to know if there’s a way to trigger them all by a single trigger box by the blueprint of level, instead of 16 boxes being one for each

Hi Zanetti,

I think the missing link here might be: You need to click on the object in the viewport, then in the level blueprint when you right-click you can get overlap events.

I recorded myself giving this a shot, hope it helps!

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Thank you so much! worked perfectly!
Thank you for your help!!
Have a nice day :slight_smile:

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