#If you don't have a reference to the
1 messages · Page 1 of 1 (latest)
:c
Hmm
are you trying to activate the widget on your character viewport when the door opens or when you enter the door's collission box, right?
sort of, thats no worries activating it on the viewport - what i'm trying to do is have 20 (or more) doors with a different kill count needed to open the door
then the killcount i enter in the level auto updates the widget value
almost had it, but this currently returns 0 (regardless of enemies set)
Don't attach things to the event tick. There are much better ways
Yeah, your event tick is giving you empty stuff because it runs constantly
Do "on event begin play" and set the reference to your character. Then from there get whatever variable you want
such as kills
And make an event you can call from the door, that will call the "kills" variable from your character
And make it so the event begin play has a "Set timer by event, and set it to loop every 1 seconds." THat way you have a timer that won't annihilate your system.
From the red square of the timer, you can set a custom even taht will call the door to read the variable from "kills" from the player
And it can also have a branch that decides if the door opens or not. All within the door
Now. Connecting the widget to the door is similar to getting a ref from the character, where you need to cast the reference to match and update your viewport when the door opens
Otherwise you'd have to make an interaction interface and that's a whole 'nother can of worms
okay cool! i'll digest all that and let you know! thank you!
As long as you're getting your reference from each component, you should be able to do all within the door. As basic as it may be.