Hi All,
I am facing two last challenges on my Game Mechanic. Here is problem one.
When I set my blueprint into the world as an instance I duplicate it around. The idea is that the designers attach 3 different models and 3 different images to give the player a choice of different customization options. In this example a bench.
When I copy my instance around though, it only displays the 3 images and 3 models that are available on the last created instance. The others just copies what the last created does instead of showing unique images and models.
On a final quick qustion. ClockworkOcean, GrumbleBunny and Everyone has been massive helps to make me understand this flow. I want to make sure I return their favour of helping, do I do that the best by continuing my questions in the same thread of posting new questions? What’s most beneficial for them.
I can’t quite see what’s going on there, but it looks like you’re running through a loop for every bench. Surely you just want to set the image and bench to watch was chosen, that doesn’t need a loop.
The best way to reward Everynone and Grumblebunny is to mark their answers as correct ( ie, tick them ).
Starting new threads for new questions is always better than having a massive thread with no coherent subject matter.
I can see the double loop, it was the only way I could make it work, ill try again. ClockworkOcean is using a static mesh variable not a component, that seems to be working, ill try this out!
The hardest part for me here is that the three options i have are not in the actual blueprint widget but called from a separate widget. Im once again clueless on how to actually call that widget. Since you just use “Get widget” but I cannot do that as its not under the same widget. Should I move it back so they are all under one>?
There is an issue with what you are suggesting here.
Your text is an in world text while my pop up is a HUD item, and I have no clue how to access that from this, which is the problem. You go and use “get widget” but I cannot do that because my widget is not inside the blueprint but being called by my button.
Again I think the reason why it’s only just using the names from the last one is that I loop through them. But the real question someone could really help me understand would be:
How do I access my Choice UI blueprint without having to cast or “Get All Widgets of class”?
I don’t understand why this is so hard. I just need to get to that UI every time it’s created, how do I store the UI in a variable or something I can access. Instead, I have to cast and all sort of ■■■■.
It basically just runs the event twice and of course it sets the images to the last one since its the last in the loop. The huge problem here is I do not for the life of me understand how I can make that f’ing HUD a stored variable.
I cannot even reproduce this. Its just incredible how crazy hard it is to catch on. How did you get the function "Get widget" it doesnt show up when ever i try to drag from any pins.
Same question for the set text, all you guys just find magically all these cool functions somewhere magically, I have no earthly idea how you do it.
This idea of everything changing dynamically is a nightmare, im banging my head against the wall here. I’ve done 3 mega long courses on UE blueprint and C++ for over a year now and the moment I try to do my own mechanic everything goes to ■■■■.