In my game, I have an ending cutscene and a widget explaining how to restart the game. The blueprints look like this:
The widget works just fine, but I can’t get the sequence to play. The trigger is the player collecting all three of the collectibles.
Also, I get error messages about two things being plugged into the same “remove from parent” target pin, even though it doesn’t cause any problems during gameplay.
Hi there, Yes, It is possible to play a widget during the sequence. In the sequence timeline, right-click to add a trigger line, on there you can add an event that spawns the created widget and add it to the viewport. You can also add some delays in the widget blueprint to close your widget automatically after you spawn, it’s like a fire and forget system.
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Now I’ve made some event bindings in the sequence:
But neither the widget nor the sequence will appear/play once the conditions are met. Said condition is an integer reaching a certain number, rather than touching a trigger. Here’s what it looks like on the ThirdPersonCharacter’s blueprint:
Have I called the custom event wrong?