Hey all,
I have a widget blueprint that I am using as a 3D widget in another blueprint, as the screen of a monitor.
There are two individual button blueprint actors in my scene, that I can interact with.
What I’m trying to figure out is how I can update text in my widget, whenever I interact with one of these buttons, as well as having different text updates based on which button is pressed.
I’m currently stuck in my character BP, LineTracing and calling a function in my blueprint interface, if my trace hits one of the buttons. But then I’m not sure where to go from there.
Do I need to set my Widget as my target when calling my BPI function?
But then do I somehow need to call my Widget Blueprint, within my character BP?
This might be a bit unclear, so in it’s simplest form, I want to have text on a 3D Widget in my level, and have text within it to update based on which of 2 buttons I press. Almost like a back and forth dialogue, with the in game screen asking question, and me replying with only 2 buttons as answers.
Cheers
Hi @flossyahova,
This is more or less how I’d go about this:
- Have a text element on your widget (I assume you already have this)
- Have a text or string variable on your Character BP, or somewhere else centrally available that the widget can read from
- Depending on if you hit button 1 or button 2, update the text variable on your character to reflect what you would want to show on the widget
- Inside the widget, on your text element, creating a new binding for the actual text content
- Implement the binding function to get the variable you care about from your Character BP, or wherever else you choose to store it, and return it
- Now the text in your widget should always reflect what you set in your character based on which button is pressed
I hope this is what you were going for, and that it proves helpful.
Thanks,
Hayden
Hello Hayden,
Thanks for the reply. I would really appreciate it if you could develop part 5. a bit more, let’s say my dialogue lines are in a data table, how would I call these dialogue lines in the text variable binding from my Widget Blueprint?
Cheers