It works now. The problem was that the blueprint was not getting input from the Player Character.
I know, but I can’t really wrap my head around how to do it yet. I always want the text on the screen (imagine as subtitles) to be removed when I click, and replaced with the next bit of text, and I don’t know how to systematically do this yet.
Now I got another problem - I am using a 3d widget as component of a blueprint actor. There’s also a function called “Toggle UI”, it basically just makes a symbol appear over the object when you’re in a trigger zone.
The function is in the actor blueprint and I am using it in the actor blueprint to toggle the symbol and it works. But I also want to use it in the widget blueprint, because the moment the text disappears from the screen, which is handled in the widget event graph, I want to toggle the symbol (the UI).
It means an eye-symbol appears over an object when you’re close enough, telling you you can interact with the object, when you press E the subtitle appears (the text widget), now the moment the text disappears, I want the symbol back over the object, to signal that the player can still interact with the object.
But it does not work when I call the function from the text widget event graph. I’ve tried for 2 hours all kinds of things, also googling other’s problems (but they never seem to have this problem, always with the player character) and I got the feeling the solution is either very simple or it does not work at all.
I’ve tried plugging into “target” everything you can imagine (the interact_UI component from the other blueprint, which then required a target itself, ugh, a cast which required an object, the camera, the player, get this, get that, promote to variable) but nothing worked.
Toggle UI function in Widget
Toggle UI Setup in Actor Blueprint
Symbol that appears for Toggle UI when in trigger zone (so you understand what I am talking about)
When this text disappears, I want the eye-symbol back, but it does not work