This should work !

Hi all,

I’ve typed this like five times so to make a long story short:

Player interacts with note after dialogue (widget) tells them to
Note pops up on screen as a separate widget to make it easier to read
Player presses interact again to stop destroy widget

The problem here is, I created a variable in the Note widget to check if the player pressed interact a second time, so that I could run more dialogue after the note is offscreen. However I can’t for the life of me figure out why the variable isn’t working properly outside of it’s own blueprint, it keeps asking for a target, and even if i put the target as a reference to that widget it gives me an error. Any solutions?

Could you post how/where you are creating Note Widget and when you are assing it to Target variable?
Your Target variable is empty.

1 Like

Hi there,

Sorry for a late reply. I tried adding a create widget node right before the branch but it still doesn’t produce anything.

No problem!
Can you post:

  1. Image of your whole Event Graph where you are creating Note Widget
  2. Image of your whole Event Graph where you are trying to access Has Read

Your second image shows Target, but we can’t see it being assigned.

Hi,

thank you for helping. I’ve made a new post where I try to explain it a little better on a simpler (but the same) issue, if you want to look at that.

Here is the solution i think…

If you want to access your widget outside from another BP and change values on it from outside then use this node here only a variable alone will not interact with the widget.
Use this here from whatever bp to access your widget:

So get “all widgets of class” then “get” node and then you can get your “has read” boolean and access it and set your branch.

Hi, theres no error code with this, but it’s also not removing the widget when i add the remove from parent node after.

Can you post the code where you remove this wiget ? Do you awso use this branch like on the first screenshot ? If i see this correct after the E key you set this boolean (has read) to true but nothing after it. Should the E key not close the widget ? If so set Has read + branch after the E key and if it is true close widget logic. Set Has read default value to false. Then from your other bp where you want to access this set this “Has read” to true without/no branch… Or is this boolean “has read” closing the widget somewhere else when it is set to true ? Anyway send the full code where you close this widget
Should be like this ? You can set this check me out widget to hidden and then to visible if player interacts 2 times “…to check if the player pressed interact a second time…” this way you would not even need a boolean for it… Just set visibility to show it up after the second interaction