Yes that sounds correct.
- player steps into collision trigger to initiate projector controls. Press “E” Press “TAB” any key.
- the menu pulled up by the e key press can only be accessed while overlapping the trigger.
- pressing the key pulls up the menu.
- There are 6-8 options in this list. such as play a sound wave, show a movie, display an image, load a different level, open a web page in users browser or use the widget web browser plugin and open a functional web browser on the screen.
- selecting an option causes it to load and play but not close the menu.
- selecting a different menu selection will cause the first selection to hide itself and only show the new selection.
- When the menu is open the player cannot move and can only use the menu.
- The menu has a close menu option that gives movement back to the player and closes the menu.
I think that about covers it. You pretty much had it above thanks so much for the help.
Here is a picture of my overlap check in my 3rd person character BP. I check to see if i’m overlapping an actor with tag “interact”. if it is true i set the boolean to true. if false the boolean is false. then after the key press I check to see if I am overlapping by checking the value of the boolean. If it’s true it runs the open function where i create the menu.
ah cool, I’ll just alter a couple of things, have dinner and make vid,
Sorry for the delay, hope this helps, explains a couple of tricky bits.
communication between player pawn, to world object, to attached object, to widget of that attached object,
playing media on widget component of attached object, of level object.
display of media within widget,
selection of media from media play lists,
basic collision,
building references between blueprints.
Thanks so much dude. I will post progress and or questions tomorrow.
Gave it a go today using Bob’s suggestions. Nothing to post yet. Hopefully, I will be able to give an update tomorrow. I learned a ton about interfaces, nesting widgets inside widgets, using the media playlist, parenting actors, setting variables, using references, and more. WOW mind is exploding right now.
Ok here is an update, I think I have everything setup except the button click events. I’ve started tackling the errors in the log so I can see if I can get things functioning. The REF_MainHUD created in the 3rd person character and the REF_PC to the player controller that we created does not appear to work. It would seem both of these shouldn’t be this hard and should of been straight forward.
Current Error 1:
To create the Player Controller I just right clicked, go to blueprint and select Player Controller and give it a name. Then in the third person character BP, I just created a variable named REF_PC and selected the player controller object we created. I’ve also set the player controller on mygamemode to the player controller we created. When ever i use the REF_PC variable in the third person character BP for the controller target on any of the nodes it gives a log error stating its not a valid player controller. So any ideas? I was looking at everything and the only area where we access our created player controller is in this third person character. Can’t I just use the get player controler and use the standard player controller?
Current Error 2:
I’ve attempted to adjust your setup slightly by using the TAB button functionality I had setup earlier. I check to see if the player character is overlapping the projector trigger box that I have given a tag of Interact. When that’s true we move forward to the flip flop node and open or close everything as you did. Currently, I’m not sure/ seeing what I should plug in the Projector interface to get this to work. With the onoverlap collision check we just plugged in the other actor being hit. So I’ve tried a few combinations trying to get an actor with the correct tag but that outputs a boolean. I need an object ref.
Current Error 3:
The variable setup for the REF_MainHUD which points to my main game hud also is throwing an error and stating it’s not valid. We use this variable then grab the options menu within it and set visibility but it does not seem to be working. I’ll post some images of the nodes later. Thanks for the help guys. I’m learning so much.
In the project settings under Maps and Modes, ensure your new PC and/or Pawn are set, also if you have created a new game mode you may need to check the default setting so the new PC and pawn are reflected there., so the engine knows which base classes you are using.
I’ll do a walk through creating all from scratch, from blank, just promise not to laugh
it will be slow and painful.
That is fine dude thanks so much for the help. I thought I had set everything for the PC. I know how to set it in the maps and modes etc… I can try it again and see if I missed something. Once I get all this working I’m gonna send you a gift card or something. Maybe I can gift you something from the unreal marketplace. You’re a great teacher!
Ohh can you share some pics of your on/off function for the light? I thought a simple toggle with the spotlight attached would do the trick but it doesn’t appear to be doing anything. I probably should check that again to make sure I didn’t do something dumb. Also if you wouldn’t mind sharing the texture change for the reset function that would be sweet as well and the off function of the third person character. Still poking at it and trying to get everything functioning. I’ll post a video showing you where I am at today.
Ok guys here is an update. Let me know if you spot anything. I’ll work through Bob’s video again here after lunch. I’ll monitor this throughout the day and post an update tonight.
I got the menu to pull up and close!! things are progressing!!! videos aren’t playing just yet but there is hope. I moved the menu creation nodes we had in the custom player controller to the level blueprint. works like a charm.
there are just a couple of easily fixed issues, you are so close, I skipped a couple of basics, my bad.
- Ensure correct “gamemode” is set in project settings, and correct player controller is set in game mode, this also applies to default pawn etc. (you can set them all in project setting but still need to compile the game mode again, so best to check there just to be safe)
This is one of your first errors,
- On overlap returns the object you hit, this is the root component of the projector blueprint, if you want a specific component eg a specific collision box or mesh then use the component result from the break hit result instead of hit actor. (common to replace the root with the mesh component)
This is your cascading errors, a isvalid check can show where this is occuring.
- Don’t use the level blueprint for player only things, correct the underlying issues, and test using print-string at each stage until you are confident.
I’ll do a “every step” walk through of this initial bit, because it is very important to under stand the connections. brb in an hour 
Think you may have just missed the setting player controller reference in the pawn, if so to check just use a “get player controller” and cast from it to your new controller, and see if you get a result and plug that in… something simple like that then everything else should work.
think I cover the areas where there could be an error, all the widget stuff should work once the initial errors are sorted.
That was exactly what I had missed. I hadn’t set the pawn to third person character. Everything else was correct I believe. Now I’m working on the widget functionality. All the player controller errors and set ref errors are fixed. here is the new error log. Let me know if you see anything. I’m still going through your new video and looking at the collision stuff you setup. I’ll post an update later. I need to get this done so I can go play some Anthem Demo!!!
Here is the current Log. This looks like all the errors originate in the actual button click events of the options menu. Am I correct on that? Just making sure i’m reading the log correctly.
cool, yeah just the options menu not getting the references fed into it, the video should explain how to get the refs by either trace or collision, that is the important bit, the pawn doesn’t know about the projector until he gets a hit result and can use that to access that particular projects variables. Then it’s just a matter of feeding those variables where ever you need them, e.g the options widget.
I’m so freaking close!!! Here is the current log!!! Thanks EA for having server trouble so I wasn’t distracted today!!
Here is a video update. I keep getting this ref none errors and then when I figure it out i’m like duhh that was easy. Then I forget exactly how I fixed the previous error. So I know i’m consistently making the same mistake. Can someone please explain what exactly i’m doing wrong so I stop making this same mistake. This was such a wonderful project to work on. I’ve experienced and learned so much new stuff it’s mind blowing. When I finally get this complete I will have a great ref for blueprint communitcation that I can come back to when I get stuck on something. Again thanks everyone for all the help, especially you Bob! I’m gonna take a lunch break and be back on in a few hours to chug on it some more.
I’m just not seeing this error. I don’t understand how I can set the variables locally in a function in the graph of the widget and not have the ref work. What am I not seeing Bob?