Hello. I’m following the tutorial on Youtube about the Blueprint light toggling, but I’m using Ver. 4.4.1, and the options are in different places and are generally not the same. I’m having trouble following the tutorials properly without getting stuck. The part that I’m having problems with is near the beginning; I was able to find the Visibility checkbox in the Components section of the blueprint for the point light, but I can’t drag a wire out and create a Toggle Visibility node. When I turn off Context menu, I can find Toggle Visibility, but when I choose that one and connect my Point Light reference to it, it creates a node in between the connection (I’m not sure what it is). Ultimately, after making a volume and setting it correctly, it never works – the light is just off forever, and never turns on. This is how the blueprint looks:
Could someone tell me how to go about toggling the visibility properly, or if there’s a new method used for achieving this? I’m completely new with blueprint and I’m trying to learn it, unfortunately I hit this bump right when I started :P. Also, is there another place that I should be looking to begin with learning Blueprint? I haven’t checked the wiki or anywhere else yet. Thanks.
also, did you setup trigger volume properly?
what’s your pawn? as default pawn is just a sphere with default camera.
And since it’s a toggle, you need to completely exit volume and then enter again to make the toggle happen.
That means if your volume is too big, you can never trigger it.
You can right click on ToggleVisibility node and set breakpoint, when play in editor, if this event is properly triggered, it will pause and you can see the orange execution line in your blueprint graph.
I was kind of familiar with the volume from another tutorial, and I was outside of the trigger radius at the time of spawn. That middle part between the CeilingLight node and the Toggle Visibility is what I think may be the problem? That wasn’t on the video, and that’s the part where my project differs from the video where I can’t keep up. Thanks for the redirection, I haven’t looked around for all the learning sources. Not sure why I didn’t look at stickies first!
okay, I did some local test, apparently you are only toggle the visibility of the blueprint root, the middle node appears to do that.
What you need to do is get the actual light component and then pipe to toggle visibility, maybe even just have a blueprint to change light intensity value.
makes more sense to me that toggle just turn off the light instead of make entire thing(including model etc) to disappear.
I’m not too sure If I understood what you meant, but I did come up with something involving the brightness, not sure if it’s the best solution. What I did was set the initial light brightness to 0, and then have it so when I enter the volume, the brightness of the light sets to 1700, and upon stepping out, it returns to 0. Could you tell me if there’s a simpler way to do this? There was no Toggle brightness that I could find, only a Set one, which means I have to set a “OnActorBegin and ActorEnd” node like so:
Couldn’t you use an If(branch) and if the light brightness == 1700 then it’s on, and you’d set it to 0, if the light brightness is 0 then it’s on and you set it to 0. Make brightness a variable so that you can test it’s value in the branch statement.