Hey, i wanted to make it so when you walk over the bow on the ground it picks it up, but toggling the visibility does not seem to work to the FirstPersonCharacter blueprint. However it makes the bow on the ground vanish which is correct.
The selected nodes are from when i tried getting the tag name.
So, i guess there is two questions. Why won’t the component with the tag “Bow1” and index “0” not toggle or be found? And how can i specify that a component is not visible by default when the level starts?
EDIT: Seems like blueprint access is null, even though i can get variables from it.
I tried: Get Bow Blueprint > isValid and it says it is false.
Since you are using the FirstPersonCharacter blueprint, you could use Overlap instead of event hit, then use the below BP to set the visibility of the component on your character. You will need to set the bow on grounds collision to overlap all instead of block all though.
To answer your other questions, you can set component tags seperately from your actor tags, click on a component in your BP, scroll down to tags on that and you will see a Component Tags array under Tags.
To specify a component isn’t visible on start can be done a couple ways. Turn the uncheck the visibility toggle on that component in the blueprint or use an Begin Play event to turn it off in the same manner we turn it on in the above scripts.
Next, on the text comonent you want to update in your widget click the button that says ‘Bind’ next to the display text box and click Create Binding. This will make a funstion in the graph tab. Inside the function cast to your game mode again, get the variable you want to display, convert it and plug it in.