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Separate Widgets for each "WeaponPickup" Actor? How to proceed?

Hey all!

I am setting up a weapon pickup system and I am having trouble setting up the Widgets/UI. I have separate “WeaponPickup” actors where I am detecting the player overlapping with a volume component + when the player interacts ‘F’ it will equip the weapon and destroy the pickup actor. What I want is an image to display when the player walks over the pickup actor. I have made separate image files for each weapon with text (Press F to pickup weapon name) + an icon of each weapon. I know I could easily do this with text within the editor, but the images allow for better quality + the image of the weapon.

The best solution IMO would be to find a way within the WeaponPickup actor to set the Widget to display and trigger it on and off based on the player walking over the weapon. Is there a way to do that?

Or would I set this up in 1 Widget with all the images stacked and use different bindings for each to toggle visibility? If so, what is the best way to detect which weapon it is that the player is standing on without having checks from the player for each weapon?

Not super experienced with UI/HUD in Unreal.

Any guidance is appreciated. Thanks!!

So I managed to get this working by using events in the Widget instead of any binding. The visibility is being set in those events and the events are called on player overlap and player end overlap in each Pickup Weapon actor BP

If this isn’t an efficient method or there is a better way- I would love to know.

-Cheers!

Widget Event graph

Each PickupWeapon BP

In game

So I managed to get this working by using events in the Widget instead of any binding. The visibility is being set in those events and the events are called on player overlap and player end overlap in each Pickup Weapon actor BP

If this isn’t an efficient method or there is a better way- I would love to know.

-Cheers!

In each Weapon Pickup actor


Widget event graph

In game
WidgetVisibilty3.jpg