So still working on this. I’ve added the mouse cursor interaction to the screen but am having trouble figuring out the right combination of disabling movement/focusing the widget/ vs capture the mouse. Can someone explain how this node works and what each pin does etc… I don’t see a listing in the documentation for this.
Still working on the visibility problem. But am still making progress.
So The current issues i’m working on are the setting of the visibility of each component on the movie screen blueprint. Basically when one of the buttons on the game hud is clicked the corresponding widget component should show itself and play. The others should Hide themselves. Haven’t found a combination of setting visibilty that is working yet. Def need some help if anyone has any insight.
The other issue i’m currently working on is the mouse functionality. Essentially I show the mouse and position it over the menu. I also disable character movement because I only want the projector to function when the player is with range(overlapping the trigger). When I click onto the veritical menu box or interact with a button the mouse is captured to the widget. So If i press my key to close the menu it doesn’t function until I click back on the game screen. I also have an issue with the mouse rotation doing some wierd stuff. If I do not use the set input to game and ui node the mouse rotation still turns the camera when the menu is open, but with the set input to game and ui node added it fixes the mouse rotation when in the menu but disables the mouse rotation when I exit the menu. I’ll post pics of the blue prints and a video. Thanks for help in advance.
i figured out how to setup one render video display , but do you have any idea how to setup 2 or more video display in same level ?
Make each display its own child Blueprint that you drag into the level. Post your screen shots of your blue prints please. It will help everyone. Use the first BP screen you made with all the functionality the master. Right click on it and make all the others childs of that BP.
im doing instructions from here Play a Video File in Unreal Engine | Unreal Engine 5.1 Documentation i will see if i can add more screens
Yep that is how I add the movie to the movie screen. Now just make copies and set the video target for each copy to the different video content you have.
but im not able to play differeny video on other display , it keep same video on 2 displays
wish you give instructions if you could please
omg i did it , i just duplicate the media material and change the video media inside it, now i have 2 different videos in level
both videos run off the same media player and use the same key press? or do you use a different key to play each video?
i use different key to play each video
Can someone explain casting for me or lead me to some documention or youtube video that explains it. I keep running into problems trying to cast to widgets or Blueprints. I can never figure out what the object type is supposed to be. Here is the example. I have a Blueprint with a widget component that plays a video using the media player. I want the video hidden at the start and want the video to show up when the player clicks the button. I’ve set the component named “Play Movie” to not visible by unchecking visibility in the component details of the BP. Then in my GameHud widget that pulls up a menu with several button options I want to set the visibility back to true and play the movie when the correct option is selected with the onclick event. If anyone has any insight it would be appreciated. Thanks in advance.
I was just reading some stuff on casting and it contradicts how I thought casting was working. The documentation I found states that casting is used to convert something into something else, but I thought casting allowed me to access things stored in other blueprints/widgets etc… So in the images above I am attempting to use the cast to get access to the play movie component of my movie screen blueprint. Any insight or guidance?
Casting is just getting a reference to a subclass from a parent class object.
If you want to access a variable within an actor “Bob” and hit him with a line trace you would break a hit result of actor, then castto “Bob” for Bob’s specific internals. Bob being a subclass of the Actor class.
In your project you don’t need a cast here, when you created the widget ScreenBP, promote the output to a variable, here is your reference to use if you don’t have a direct relationship between the ScreenBP and where ever your OnClick button is located.
If the Onclick is in a fixed sub widget or widget dynamically placed within a widget component then their are others ways to reference the ScreenBP, it’s all about setting up the references so each BP knows the other.
Thanks Bob, I will look at the promote to variable flags and give it another go.
I guess i’m doing something wrong Bob. Can you explain the promote to variable? I still can not access the widget component I need in my game hud. Def missing something. Can you post an image detailing how to access an image component from a widget, in my game hud menu on click event.
One of the first things you should learn in blueprints, pull a string from the output of any node and promote to either variable or local variable.
I made a little video for another dude regarding blueprint communication involving feeding info between ActorBP’s and widgets, it should cover the areas in question, I’m going to say it’s deliberately slow to ensure it sinks in, but really I was half asleep, it could be 2 minutes long but is 11, it should help.
Ok quick question what is the difference between a “Widget” and “Widget Blueprint”? Are “widgets” actually referring to the widget pieces of a widget like an image or text box? I ask because no matter what I try either my widget component is not compatible with my widget object reference or my widget blueprint is not compatible with my widget component object etc… etc… driving me bonkers over here.
In my main game hud, that contains my vertical menu options with onClick events. I’m still trying to set the visibility of a 3dWidget that is a component of a Blueprint.
Main Game HUD Widget Blueprint - Contains the menu with onClick events for the buttons.
ScreenDisplay Widget Blueprint is an image with the reference to the movie material. which is directed to the media player movie that was imported.
MovieScreen BP - that is dragged into the level, contains the movie screen mesh “just a scaled box” with the ScreenDisplay Widget added as a component.
The idea I’m trying to accomplish here is to create multiple widgets that can be added to the MovieScreen BP as components and have them switch visibility to hidden or visible based on the menu selections. I want them all to start hidden so nothing is showing on the screen to start. I’ll post another video to hopefully get to the bottom of this.
Here is the newest video. Help Please!
Ah cool, that video clarified a lot. I was thinking something completely different.
So first off, define end goal… when player is close to the “projector” he is able to gain control of movies displayed by the projector, turning projector on and off, swapping between 7 different movies, etc.
Structure:
The in level screen is a sub-object or component of the projector, there has to be a link between the 2, either same blueprint or some kind of relationship knowledge.
The player(pawn or controller) needs to establish knowledge of the projector, either via collision or trace etc for him to be able to feed this info to his HUD.
A couple of options in regard to displaying widgets on the screen, you could have an interactive widget that can be displayed in world space, with clickable buttons, or you could use the hud method you are currently trying, or even a combination by using an attached widget and using under mouse cursor options. lots of possibilities, but don’t worry about this now, just something to be aware of once you have mastered the original task.
Flow: player BP walks into collision of projector, interaction instructions pop up, player presses a key “e” to interact, “projector” HUD appears on screen, player can click buttons in Projector hud to change movies, turn projector on and off and close Hud.
Is this about right? I’ll make a quick mock-up after lunch