need 7 actions needed

Suspect the error is inside the projector blueprint, in getting the attached screen actor, and then the widget …then casting to the actual user widget, have another look at the first video, and check the relationships between the W_Screen widget and up the chain to the projector.

pawn>trace>interface>projector…get attached actor array get index 0, castto SceenActor, get attached widget, get user widget, castto W_Screen, then feed back this W_Screen as the actual widget reference to use.

think it’s all in the first video.
Got a dental appointment, will be out all day. looks like just one missed connection somewhere on the projector side :slight_smile:

Ok dude I worked on this off and on all day today and made progress. I did find some errors with the get array node, and using the media texture instead of the material, and a few other minor things that I changed/adjusted, but nothing fixed the error for the REF_MainHUD in the log. If I’m following this correctly then I suspect the problem is after we pass everything through in the projector and set the output to asW_moviescreen for the return node. I never pick this backup in the options widget. So the ref i’m setting in the options menu is just a new reference to the W_MovieScreen. Let me know if i’m on the right track here? Let me know if you see the error or have any questions? Here is a video.

Fault finding: in the projector BP in “Do stuff” place print strings on all the cast fails, in “player pawn” check if all wires are connected, if the fault still exists, well it shouldn’t,
Are you able to host the project or files somewhere I can download and look through it?

Ok guys picking this back up again today. Here are some shots of my widgets, blueprints, etc. I actually had the print strings added to the cast fails on the Do Stuff yesterday and it didn’t print anything to the screen. I’ve added them back in and still no error. Take a look at the images and let me know if you spot anything. I will go back through the first video from start to finish and check everything. Any recommendations for the uploading?

Try this google drive link.

On the player pawn where you have setup the “Look At” pure function for the trace the distance is set to 0.0 … so it doesn’t hit anything, adjust the line trace distance and it works. :slight_smile:

So I tried adding the value of 2.0 into the radius of the “Look At” pure function and I still get the errors referencing my movie screen widget that is attached to the screen BP. Either I broke something else after posting the files yesterday, or you adjusted something without knowing it yesterday. I think I’m just not setting the REF for the movie screen correctly. By chance did you re-pull a pin, and set the ref again? To set the REF for the movie screen widget what do you do? Just create the variable, set it to the W_moviescreen and then set the variable in the window? or do you right click and find the variable? or which pin do you pull off to set it? etc… I’m gonna go through the video where you create the look at function again and see if i missed anything. I’m also thinking I might just redownload what I uploaded yesterday and rename it. Open it up and change the radius to 2 and see if it works. Any suggestions?

EDIT: Did the google drive link even work yesterday? I just tried to download it and the project was essentially empty. All I did was copy the whole project folder to the google drive. This does not work?

So in the pawn, find the “LookAt” pure function, in the exposed float change from 0.0 to 1000,

The start is at the camera, the end needs to be past the collision sphere, distance from camera to other side of sphere, … increase the float say 1000 or what ever is required, I downloaded the project and did that one thing.

Ok I’ll check it out today dude. Thanks for all the help. Hopefully today I can finish this up!!

It’s Alive!!! It’s totally working. My kids and I have a 100% repro on an engine crash bug. If you spam the play button on a video while it is already playing the engine crashes. I am wondering if there is a way to detect if the media player is already actively playing a video and then disable the corresponding button until the onEndreached event is fired. Any thoughts on this Bob? I’m thinking the fix for the crash is to disable the button while the video is playing. Clicking a different button doesn’t crash anything so switching media is fine. Spamming the same button after it has already started causes the crash. If anyone has a suggestion chime in and I’ll give it a go. I’ll post an update video showing the current state of things after I add in some bells and whistles. I need to go back and enable the light toggle on the projector. I need to create the function for the material swap on the screen to show it is on and getting hit by light, and some other ideas I have.

Simplest and safest way is to address the issue in the button widget,
set “is enabled” to false, and on the other button clicks enable it, below

you may need to reset “is enable” on all buttons when the widget is displayed.

Very sweet dude. I’ll take a look at this today! You rock Bob!!

Totally fixed the bug with the set is enabled. Thanks dude. I implemented it on the select media function we created on the movie screen. To start the media selection I just set is enabled to false then after the on end reached I set is enabled to true. Perfect fix.

You would be proud of me Bob! Instead of recreating my ispowerON? boolean between BP and functions, I’ve no progressed to creating the input variable on the function and then using the value I have already set to do the check in the new function!!!

Ok so I am wondering if you could lead me into the solution for another issue I’ve encountered. I created an on visual state for the screen that has a visual stand by look to it. when I replace the texture of the screen it isn’t scaled to my widget size and is being cropped on all sides. so the question is how do I scale an material/texture that we use to replace the default screen material/texture. I’ve tried using the scale x and y of the slate widget node where we set the replacement image and am getting bad results. The default is 32 and 32. If I try and lower this to 1 for example the image disappears completely and doesn’t appear to add itself to the mesh. Any suggestions?