#If you don't have a reference to the

1 messages · Page 1 of 1 (latest)

glossy shale
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hmmm yeah im just not getting it at all

vital cargo
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:c

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Hmm

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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?

glossy shale
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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

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then the killcount i enter in the level auto updates the widget value

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almost had it, but this currently returns 0 (regardless of enemies set)

vital cargo
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Don't attach things to the event tick. There are much better ways

glossy shale
vital cargo
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Yeah, your event tick is giving you empty stuff because it runs constantly

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Do "on event begin play" and set the reference to your character. Then from there get whatever variable you want

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such as kills

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And make an event you can call from the door, that will call the "kills" variable from your character

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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.

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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

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And it can also have a branch that decides if the door opens or not. All within the door

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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

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Otherwise you'd have to make an interaction interface and that's a whole 'nother can of worms

glossy shale
vital cargo
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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.

glossy shale
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(door BP)

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Widget BP