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

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

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

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

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

Check out this screenshort

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…

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

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: