HUD Text Input To Level Blueprint

Hey everyone. I’m building some levels with texture streaming with Google Drive.

and what I’m trying to build now is I have a text input in my HUD blueprint for the stream URL and link it to the texture actor blueprint within the level blueprint.

and I’m having problem with linking the URL from the HUD to the level blueprint.

Thanks in advance.

text input in my HUD blueprint for the
stream URL and link it to the texture
actor blueprint within the level
blueprint

These 2 are not the same. Above you mention an actor, below the Level Blueprint (that has that actor)

from the HUD to the level blueprint.


I’ll assume that we need to talk to the Actor in the LB as I feel that’d be more desirable here. Do correct me if I’m wrong, though.

If you want something ham-fisted, you can Get All Actors with Tag (after giving Texture Actors tags) or, Get Actor of Class if there’s only one Texture Actor.


There are more nuanced methods, registering a dispatcher, for example. I may be able to suggest something more tangible but you’d need to tell which blueprint creates the widget.

Hey Everynone,

I’ll assume that we need to talk to the Actor in the LB as I feel that’d be more desirable here. Do correct me if I’m wrong, though.

Yeah I think that’s what I’m trying to do. It’s an actor blueprint with a parameter for the link URL.
Now what I’m struggling with is how can I communicate the text input from the HUD and send it over the the actor in LB

What I have in mind now is setting the URL input and store it as a text variable, then send over to LB, but I can’t find a way to do the sending part.

As above:

  • use an actor tag
  • or get actor of class
  • or explain where you create the widget

Could you elaborate more? Sorry, I’m kinda dumb with these stuff as I have pretty shallow understanding of programming.
I’m more of an artist

  • once you’ve given an actor a tag, you can find it anywhere using said tag like so:

  • or you can find an instance of the actor in the world like this (safe enough if there’s only one)

331986-actofclass.jpg


  • or, explain which blueprint crates the widget:

The way you structure things depends on the communication method. At some point you Create Widget → Add to Viewport, right? (you refer to it as HUD).

Where, in which blueprint do you do this? What is that actor? A Player Controller, Game Instance, Game Mode, you’ve spawned a new actor from class, dragged it to the level manually? Or perhaps you create the widget in the Level Blueprint?

It’s important to know the above so I can provide a detailed answer, hence me asking for the 3rd time now :wink:

the HUD is a widget created on the starting of the level.
Then the actor is added to the level manually.

So both, the actor with the widget and the actor you want to send the data to are in the Level, right?

I have a text input in my HUD
blueprint for the stream URL

Is it Editable Text then?

yep. it’s an editable text. and I wanted to send it from the HUD widget to the actor in the level

To do it properly without the clunky Get All / Tags:

  • in the actor that creates the widget:

  • ensure you store the widget reference, here - MyWidget (if you’re unsure how to - right click the Return Value pin of the Create Widget node and Promote To Variable)

  • in the actor receiving data create a Custom Event with attribute list matching the Editable Text’s On Text Committed (I entered it manually here since it’s only 2 items):


  • In the Level Blueprint, drag both actor references to the graph and:

Now whenever Editable Text widget commits text (you can SwitchOn that enumerator, if needed), the actor will receive the call via a Custom Event.

I tried my best to replicate the example you given, but still unable to achieve what I planned to build :frowning:

Really appreciate the effort on the assistance though. Guess I’d have to squeeze my brain dry for this

So which part of this is not working for you? Could you show how you’ve replicated this?

Here’s a tiny, blank project that demonstrates the requested functionality. 2 actors and a widget. Both actors in the level blueprint. 1st actor sends a string to the 2nd actor via a widget:

Image from Gyazo

Project Link:

I’m not sure if it’s the same thing that applies, but this is what I’m trying to do

where the link goes into a widget on the screen,

then the link goes into the parameter of the actor bp via level bp

As above:

Hmm, I’m trying to replicate from your empty project, and I had a problem at the point of creating an event for the actor in LB

Did you create the appropriate event in the BGvideo_BP first? Can you show it? You may need to Compile after connecting the wire to the object so the event list gets populated.

Image from Gyazo

With a help from great community… I got the answer… If you drag n drop from Outliner to Level Blueprint you fill get correct node in Event Graph…

Hi guys. I’m a noob but with great will to learn… I’m using Unreal Engine 5 and I manage to replicate the project, but I have issue in making connections in Level Blueprint. When I try to click and drag the (in my case) ActorSendingTXT and ActorReceivingTXT from Content Browser to Event Graph I don’t get the same node as you (from PersisentLevel). What I get is in screenshot. Where I’m making mistake. All other content of the Actors Blueprints are the same as in your example.

Than you in advance.!!!