So for the past few days i have been trying to learn Unreal Engine Blueprints.
I was following a tutorial that explained a bit about widgets and being able to animate them. It’s quite a simple Blueprint so i was really stumped as to why it wouldn’t be able to function.
Honestly, im not entirly content with this solution as it just seems to be a work around. Does anybody know why i need to put in a delay? is there another way to actually make it work like intended?
Here is the script that casts to my widget and searches for the animation.
as you can see there is a short delay of 0.1 that is use to make this work. if that delay is not in the script ot simply wont trigger.
(The highlighted one is for the pick up object the one to the left of that is for the widget as you might already see.)
The visibility is set immediatly after the the actor overlaps with the pickup object.
I hope this answers your question?
Regarding the animation - does it involve some kind of transform where the widget slides into view from outside of the screen boundaries? Perhaps I’m testing this with something too simplistic.
Yes it does. but the transform animation isn’t super complicated. it doesnt slide into screen from outside the boundries.
Its a simple animation where the text goes up and fades. Here is the last frame of the animation:
I’ve experienced component misbehaving, not initialising early enough - but this is something different. Taking into account all that has been said, I’m fresh out of ideas, especially that I’m unable to reproduce it on my end. From what was shown, it should work as is.