I bet you can't solve this: A BP, placed in level, with a vector variable -> which is "Show 3D Widget" and therefor is selectable in the worldeditor, Is there a way the BP can know, whether I have selected this variable/3D-Widget?

Let’s try this. You would add a boolean of IsVectorSelected? to something like the player, game mode, or game instance. This will say whether you need to run a check for what vector is selected. If there is a vector selected, you would want to check a reference array that you store all the vectors available. (you should be able to do something like get all actors of class to fill this array but do it at the start if the other widgets are always spawned.) If another vector was selected, deselect it, set that vector’s boolean of IsSelected? to false, get the current vector you want to select, and set to IsSelected? True. At that point you could even store an index variable that would allow you to go to the currently selected index and run a reference match or directly deselect it upon a new selection.

Addition:
If your BP’s are seperate for each widget/vector, then you should use a parent BP Class. This will allow you to call the parent BP cast on the child to change the specific variables that each of the actors would have.

The question:

I bet you can’t solve this: A BP, placed in level, with a vector variable → which is “Show 3D Widget” and therefor is selectable in the worldeditor, Is there a way the BP can know, whether I have selected this variable/3D-Widget??

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Info

I am working on a procedural script to help create the level with, now I am trying to do something crazy, which is try to get the information of current selected object within an selected object.

For example blueprint “procedural_01” which holds the actor → “vector123123” ← which is a 3D widget, now I click on this in the level to move it around and such, I want in the blueprint to know “vector123123” > is selected? < …
and not any of the other vectors…

I bet you can’t solve this mad problem XD