I’m looking for help/more information about my WBP_menu.
I have this next button… I have setup array with 3 meshes. How do go to the next mesh?
In which order do I do this? I’m getting the class (WBP_MeshSeletor) and then calling the index and incrementing but perhaps it’s not the right way. My index is set to 0
I have 3 meshes in my array. When I press the button now my mesh disappears
I do not understand what you’re trying to do with the Get All Actors - are you trying to apply the same mesh to many components?
If in doubt, do tell what you’re really trying to do - are we changing a mesh on the character char? Are there many chairs? I feel this can be done much better with an Event Dispatcher.
Are there many characters?
Oh, it’s chair - the pic is so small that I couldn’t figure it out ;p
Thanks so much for your help… I thought that I needed to point to my WBP_MeshSelector and therefore do get all actors of class… but that’s not necessary? No character, just menu widget and some buttons to change things… next mesh, and colours… Keep it simple so I know what I’m doing
I have this now, but its not going to next mesh in array. Do I need to build more logic?
Hello, Do you have any thoughts if I’m missing anything? It’s not working getting the next mesh from my array. If understand correctly I don’t to use actors of all class. But I can just target the componentmesh? in wich I have placed my StaticMesh. Then use the array var… to input my other chair meshes. I’m just using WBP_menu (with some buttons) Thanks so much for your help. I don’t understand if I need to build logic into construction script too. I read its not really needed as it calls runtime (editor)
The static mesh component is in the actor, not in this widget. You need to send the data there.
Could you briefly explain where and how the widget & the mesh selector actor come into play? How is this supposed to work? What are we really making?
do you only have 1 chair and 1 widget?
you have 1 widget and many mesh selectors?
perhaps each mesh selector needs its own widget?
if it’s a chair specifically, why is it called “mesh selector”? (may be irrelevant, it’s just confusing ). It it supposed to perform a more general role of assigning any mesh to any component? Like a pre-processor of sorts?
But a lot of depends on what you’re making and how it’s supposed to work.
Normally, you wouldn’t even reference assets in the actor (not to mention inside a widget), you’d pull them from a data table via a soft asset reference instead. Otherwise you’ll have everything loaded all the time. Which could be fine, depends on what is going on, ofc.
Thanks again for your kind hlep and sorry for the confusion
I just want to keep it very simple so i understand how to connect with buttons and meshes and basicly swap them out.
I have WBP_ menu with some buttons next/previous (see my screenshot) and some colour buttons to change colour of the chair.
I have this working, but for now only one chair.
Just one widget (that’s my menu with the buttons)
I have many meshes so I want to add them within the array.
I have renamed my MeshSelector to MeshContainer which makes more sense as it holds the meshes (eg. Chairs).
Don’t I have to go into the WBP_menu… then from there select the Btn_NextMesh and then do all the other stuff.
Thats is very confusing to me Don’t you want to say to Btn_NextMesh do this and that?
Unless what you mentioned that I need to adress the WBP_MeshContainer, but this only holds the meshes right?
Doesn’t do any interaction with the menu? like say… he on clik event … do this and swap it to next mesh.