I created a player controller, in this one I used a set timer so that when the user is inactive, a widget appears, I then added a remove from parent which is activated when a key is activated , however I get the error blueprint runtime error accessed none trying
Do you have any idea how to solve this problem?
Hello, sorry for my lack of information, in reality I would like that when the user is inactive, a small âclic-meâ or âswipe meâ logo appears on the screen, in order to encourage the user during a event show to use the application, and as soon as the user touches the screen, the logo disappears, and here the problem is that when the application is used, the remove from parent is constantly requested
Thank you for your help, it no longer gives errors and works correctly, one last question, with this configuration, it works when I drag my mouse (or drag finger), however when I simply click on a button created by a widget, it does not interact not, any idea for this ?
This is the event graph of the player controller, the only OnClicked that I can put is Event ActorOnClicked, but that doesnât work. (sorry I still lack knowledge)
and thanks for your time
Yep its exact, In my project, I have several levels representing an object of the range, each of the levels has a bp widget, each has several buttons therefore (button for configuration, play animation, âŠ), I would like each of its buttons makes the clic-me widget disappear (for this example), that the clic-me widget that we are trying to make disappear is only displayed when the user is completely inactive for a few seconds
each has several buttons therefore (button for configuration, play animation, âŠ), I would like each of its buttons makes the clic-me widget disappear (for this example), that the clic-me widget that we are trying to make disappear is only displayed when the user is completely inactive for a few seconds
So another widget dismisses the waiting widget? Where is that widget with all the buttons? Where is it created and referenced?
You say âYep its exactâ:
the player is Idle â we show a widget after 2s
the player touches the widget, the widget goes away
But itâs not, it seems. There are other widgets that need to control something now. The waiting widget is not the widget that will dismiss itself?
The code that we are doing here is placed in the player controller, and if possible I would like it to act on all the widgets of the project (each widget of each level), that it includes everything at the same time, if that is possible of course
I previously tried to place the code in a blueprint containing the buttons of a level, but this created errors
exactly =>
( * the player is Idle â we show a widget after 2s
the player touches the widget, the widget goes away )
to recap, player controller is bp containing the code,
Clic-me is a bp widget containing the mobile image (clic me) that should disappear when an activity is detected,
and 8 other blueprint widgets (1 per level) containing buttons (each button should make the clic me widget disappear)
Itâs probably trivial, but I have no clue what you actually need.
Could you please explain what you need in short bullet points, step by step. We went from handling a single invalid reference to managing a bunch of widgets across multiple levels⊠And those widget are supposed to control something somewhere. I am lost.
in control widget: Get Player Controller â Cast â call Custom Event
But honestly, why even do all this? Why canât the waiting widget dismiss itself. Why have everybody involved in something that can be handled by the waiting widget internally. Make it focusable, give it focus. Whatever input happens next will be handled by the waiting widget, making it go away.
sorry for my bad english, that probably didnât help (iâm belgian)
I would like to make this as simple as possible, but I donât know how to do it, I admit that I am learning day by day, and here, at the end of the week, my project must be finished because the show starts this weekend. end in a foreign country (germany) and i end this with a little pressure
Try the casting I mentioned above. Essentially, your level control widgets can tell the player controller to hide the waiting widget. It could look like so: