Hi, I am trying to show or hide different 3D GUIs on the press of a button (and later through events when reaching a specific phase in the application).
I am using the first person template with my own content.
I have setup my UI (which is just supposed to display text, no interaction) with UMG and added it as a 3D widget to my character. The application is supposed to run in an Oculus, I know this is not the best way to do this, but for now, it works for me.
Now I am trying to toggle the visibility of my UI with the press of a button. Unfortunately, nothing happens, I’ve tried different ways and went through different other examples here, no luck.
Here are a view screenshots:
I’ve set this up in “MyCharacter” blueprint, since the UIs are attached as components to the player. Didn’t work. Tried doing the same in Level Blueprint, didn’t work
I have a component blueprint for a sphere with a surrounding collision sphere. I have in total 6 of those spheres in my scene. The spheres change their material on collision start and back to original material on collision end. This works fine, but I would like the user to be able to see the collision shape in-game. Which works fine too, just turned on the visibility in the components view of my blueprint. Now, I would like the user to be able to toggle the visibility of the collision shape. I have tried setting it up in the level blueprint and inside my sphere blueprint with no success.
I just don’t get it, why toggling won’t work for me I must be missing something in the setup process or something…
Is “Control Info Char” actually a SceneComponent? As in, you found this node in the list and then wired the target into it. I bet if you pulled a wire off of your UMG widget component and typed “Set Hidden In Game” you’ll find the right node that works.