Widget Blueprint for mesh initiate or trigger

How do I create a widget blueprint which triggers the mesh or object? The event is like the surrounding button in Archviz Explorer (ARCHITECTURAL VISUALIZATION) project.

Can you show what you mean? I’d rather not dig through the template. Any reason you cannot replicate what they’re doing there?

I want to do this type of functionality in my project but I can’t figure out how to do it.

So click a widget, animate the camera to that location and show another widget?

yes, the process is like clicking on the widget panel which initiates the small icon on the building box and then clicking on them to open the detail widget panel (image).

I mean you’re asking how to make an entire system which would take hours to describe, break it down into small pieces:

  • create an actor with the mesh, widget component and some other component that indicates direction, like an arrow. You can add any other widgets here.
  • plop those actors on the map
  • when that widget is clicked, tell the player controller to play a timeline
  • the timeline can transform the pawn with the camera from A → B

  • this is the Point Of Interest actor:

Its arrow component indicates where the camera should be once we navigate to it.

  • the widget has a transparent button:

  • the POI actor detects those clicks and fires an event in the Player Controller

  • the PC moves the pawn from the last location to the target POI’s arrow’s transform:

Experiment with a simple system like that. It will obviously need another 10h to work in the features. But it could be a solid start.


Alternatively, have a look how the project handles it.

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Thank you for the feedback and for helping me, but I still have doubts about the blueprint graph.


  1. In the first image, I can’t figure out how these casting utilities trigger here and Is Animate Camera To call function which event was created in PC Blueprint.
  2. In the second image, I couldn’t figure out how the custom event gets the instigator input and which type of variable it is.

You need to have a Game Mode and a Player Controller. Once you have a PC, you can access it from anywhere → cast and call its Custom Events.

You create Custom Events yourself and give them inputs - parameters:

You can name them and set their type, too. Here it’s called Instigator and the type is of Point Of Interest - the actor that has the mesh, widget and the arrow. Essentially, you can have a custom event carry data - in this instance, it’s the reference of the actor whose widget button was clicked.

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Cast To PC warns not to inherit from Player Controller, so can you please show me how I can correct this error.

The PC actor you created is not a Player Controller. You need to create a Player Controller and start using it:

image

As above, you will need a Game Mode, and assign the controller there. And finally, your Map needs to use the appropriate Game Mode:

Don’t worry if all this sounds video-gamey, we need a framework that allows us to control the data flow of the application. Even though you may not have a traditional player, the pawn with the camera will be controlled in a very similar fashion.

Besides that, I was not really expecting you’d replicate the exact thing above. I was under the impression you’d incorporate it into an existing project. What I posted is more of a proof of concept. If it makes it easier, here’s the project used to demo the behaviour:

Being able to take existing things apart can be a great learning aid. Although the ArchViz Explorer may be a tad too advanced for that, unless you’re already quite familiar with the engine.

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Thank you so much, You expect right this blueprint isn’t working because I am a newbie on unreal engine.

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You gotta start somewhere, though. This may be as good a starting point as it gets.

I did the same but isn’t working, can you please show me where I did the wrong?

Not sure what version this was created in but I can’t open it properly and get to the uassets. Also, you have plugins I don’t, so that may complicate things a bit more.

I did the same but isn’t working

Any specifics regarding what is not working?

2022-07-06 15-21-05.mkv (4.9 MB)
It’s working now but not like this as expected, When I click the first time on the target camera goes smoothly but after that, it shifts directly to the next target and I want smooth camera motion.
The second thing is as we change static mesh in the detail panel just like this I want to change text and image in the detail panel.

It’s working now but not like this as expected, When I click the first time on the target camera goes smoothly but after that, it shifts directly to the next target and I want smooth camera motion.

Can you show this bit on your end:

Sounds a bit as if you were not playing the TL from the start.

The second thing is as we change static mesh in the detail panel just like this I want to change text and image in the detail panel.

  • create text variable in the actor, make it instance editable
  • ensure the text block is exposed as variable as well and update it on Begin Play:

Same with image.


This my PC Blue print image.
In the text label image I couldn’t understand where it’s came from in Text Block 42, can you please show me full image of blue print.
and I am also want one add of image changer.

Compare this to mine:

image

the text label image I couldn’t understand where it’s came from in Text Block 42

Select the text block and:

This way you can access it directly later on.

I am also want one add of image changer.

The steps will be identical as for a text block.

Thanks for your guidance,
Now I want to remove the text because you can see in that video which I shared with you, I will have to click on the text for the camera motion but instead of it, I want the full image to be clickable, so can you please guide me to how I do that this?