Interaction with a progression bar

Hey! So actually i am pretty new to unreal and i am trying to make a game in which one of the functionality is to repair objects, all i wanna do is as soon as i come close to the object which needs repairing, the player will press a button, a progression bar will appear and the object will change its color when the bar is full.

Do you think there is a quicker way to get that done, I have add a “SphereTraceByChannel” to my Player PB, Do you think you can tell me/show me what should i do to get the progression bar when it hits the objstrong text

The game is in Top-down

Progress bars have been hammered to death on Youtube:

So then i also tried Gaze Based Interactive Object in UE4 / Unreal Engine 4 - YouTube
7:48 when i try to override “Activate” function its creating a new tab for it and its not a Event Node, it has an “Activate” node attached to “BP_InteactiveBase” node.

Still don’t know what would have went wrong

Hey! thanks for the reply, but as i have side before, i am pretty new to unreal and i have been browsing on youtube for a while now and i came across this video UE4 How to make Overcooked like game PART 4: Chopping ingredients - YouTube i followed the playlist but the only problem i had with that was at 6:30 of that video i just couldn’t find the timer which he was getting and i couldn’t really figure out where i might have gone wrong

At 17:06 you can see him putting the print string on the chopping. That’s what you’re seeing at 6:30

You have to do the override in BP_InteractiveCube

You still have the default activate event, you have to chose to override it, then you get your own event:

yeah so when i did that, his was completely different than mine was

302126-his.jpg

302127-mine.jpg

the whole vid is for 17:06

Your mean 5:43?
i did add a print string there too

Check out this screenshort

Sorry, 7:55, but I see you have it above anyway. It’s just a printstring.

Yeah, so now it did create event node in the child BP for Test, but the difference is in the tutorial he has created a new function in the parent BP called “activate” and when he override it in the childBP it came as a Event “Activate” node, but when i try to do that it creates another function which is called activate but its not a event node in the childBP

This is the graph I meant. That’s where the number is coming from.

That’s exactly what I am doing I just got to the child BP go near functions hover over override and then click on activate as soon as I do that instead of having a event node, I get this, another function added to the list named activate which has Activate node attached to Parent:Activate

yeah that is a screenshort of my graph still i don’t have that timer, dude m really sorry, i know m an idiot at this :smiley: :stuck_out_tongue:

If you don’t see the timer, then you’re not calling chop. Maybe you need to take it more slowly…

Try it with an empty BP. Just make one and put a custom event ‘test’ in.

Make a child from it, in the child, override the parent function ‘test’. See what you get…

Sorry, I just can’t see what’s going on. It should work the same way with the test you made, and the BP you have copies from Youtube… :-/

Its fine, i might have gone wrong somewhere, ill try to figure it out, thanks a lot anyway

Retrace your steps :slight_smile: