Hello! I’m new to Unreal Engine and struggling a bit with the execution of tying a blueprint actor interaction to the visibility of a widget button.
I am building out a Collectibles menu that a person can access once they’ve interacted with an item in the game (i.e. a note, key, etc.). If the player hasn’t interacted with the item, I don’t want the button to be visible in the menu widget. If they have interacted with the item, I want the button to be visible in the menu widget.
Any help would be greatly appreciated. I’ve heard that array values can be called, but I haven’t found a way to correctly call up an array value to toggle the visibility of a button, based on if the blueprint actor was interacted with. Thank you!
I’m not sure if this is the correct solution, but we got this working by following the guide for Unreal 4.8. There are probably some better ways around it with Unreal 5, but hopefully it helps someone else that may run into this need.
The video shows how to dynamically populate a widget’s buttons when a blueprint actor is picked up. We had to tweak some of the code to work for our instance (i.e. we wanted the game to pause when the inventory menu was accessed), but otherwise, this seemed to do the trick.