Really really helpful. Lots of useful info here!! I still get confused with parenting and child blueprints, and why some things work only in a child blueprint. This should give me something to experiment with. Big thanks.
Brother I had issues to figure out how to play skeletal animations from menu buttons I'm pretty sure that is impossible from widget itself so when I found the widget component inside the actor I made a search about it and your video was from the first that appeared and eventually the best I really thank you.
this is exactly what I'm after, except I haven't started as a FirstPersonShooter. Can you do the same thing just with a 'blank' under the 'film, TV & Events' template?
Yes, templates are just an easy convenient way to start a new project with some general useful starter content, really useful for tutorials or testing out new ideas. but all of this is possible even in a blank (empty) project. You'll just have a bit more you'll need to set up.
Hate to be the one to tell you this but this is a 2D widget, in world space. Notice how when you look at it from the side it's width is zero, that means it's 2D.
So you could definitely set up this kind of animation logic in the level blueprint, but I really don't recommend it. First how: you would need to select the 'door' and the 3D widget to use as a trigger in your viewport. Then in the Level BP you can right click and 'add selected actor reference' its near the top, where you would normally see the 'promote to variable' option. Once you have a reference to both of these in the Level BP the setup is then very similar to the video. Why I don't recommend it: the Level BP is an odd fellow and very hard to pass references into and out of. Additionally, designing it this way would mean that every door and 3D widget interactable would need to be built separately, drastically increasing development time. I made this video a while ago. Now-a-days I recommend that the door or major object be a blueprint, and the 3D widget that acts as an interactable panel be spawned as part of it via the 'Create Child Actor Component' node. This allows for communication through the parent/child relationship and makes it much easier to standardize a communication and usage message to create all kinds of different animations and effects based on a standard 3D widget designed for interaction.
Really really helpful. Lots of useful info here!! I still get confused with parenting and child blueprints, and why some things work only in a child blueprint. This should give me something to experiment with. Big thanks.
Brother I had issues to figure out how to play skeletal animations from menu buttons I'm pretty sure that is impossible from widget itself so when I found the widget component inside the actor I made a search about it and your video was from the first that appeared and eventually the best I really thank you.
Thank You! I was having a lot of trouble making an interaction system in the game I'm making. This is helping a lot, Thanks.
thank you so much I learned a really important concept from your tutorial, you explain really well..
Thank you, I'm glad you found it useful!
this is exactly what I'm after, except I haven't started as a FirstPersonShooter. Can you do the same thing just with a 'blank' under the 'film, TV & Events' template?
Yes, templates are just an easy convenient way to start a new project with some general useful starter content, really useful for tutorials or testing out new ideas. but all of this is possible even in a blank (empty) project. You'll just have a bit more you'll need to set up.
Hate to be the one to tell you this but this is a 2D widget, in world space. Notice how when you look at it from the side it's width is zero, that means it's 2D.
thank you. nice tutorial,
well explained, thank you
Thanks man!
can i turn this into an inventory?
What can I do, if I want to animate this door in Level Blueprint? How can I take this Event Interact in Level BP? Thank you a lot for your tutorial.
So you could definitely set up this kind of animation logic in the level blueprint, but I really don't recommend it. First how: you would need to select the 'door' and the 3D widget to use as a trigger in your viewport. Then in the Level BP you can right click and 'add selected actor reference' its near the top, where you would normally see the 'promote to variable' option. Once you have a reference to both of these in the Level BP the setup is then very similar to the video. Why I don't recommend it: the Level BP is an odd fellow and very hard to pass references into and out of. Additionally, designing it this way would mean that every door and 3D widget interactable would need to be built separately, drastically increasing development time.
I made this video a while ago. Now-a-days I recommend that the door or major object be a blueprint, and the 3D widget that acts as an interactable panel be spawned as part of it via the 'Create Child Actor Component' node. This allows for communication through the parent/child relationship and makes it much easier to standardize a communication and usage message to create all kinds of different animations and effects based on a standard 3D widget designed for interaction.
@@Okaricraft Thanks a lot!
awesome!
Thanks
why LERP???
Map Range Best