I would suggest to have a look into 'Blueprint communications' tutorial by unreal engine themselves. They show how to connect multiple interactive objects like your example
how can I add two on compnent begin overlap? I want to make a widget that shows press e to turn/off light. currently i work with a second blueprint class just for the widget.
IMO the most elegant way to do what you're asking is to rely on interfaces. You'd force all interactables to implement the "Interactable" interface and you could even define custom text for each (like turn off light, turn on radio, etc.) I.e. your interface would define a function that must be implemented, such as GetInteractableText. Then, whenever your player overlaps an interactable trigger, you would trigger custom events to both retrieve the display text of the current interactable and let the UI know that text needs to be displayed.
DAaaam The best clean, clear blue print and tutorial I found until here, Thank you !
Quick, easy, and simple. A great tutorial
Please continue this series, this is a great source of content for beginners, good luck
Thx! Will do ;)
Thank you so so much, finally i can get a switch to my proyect.
Great :)
thanx so much!
Confused why you wouldn't be using Enhanced Input at this point in Unreal's evolution
thx a lot I was look for this for long time :)
Great! Thanks
If I wanted to have this toggle a set of lights instead of a single one, how would I go about doing that?
I would suggest to have a look into 'Blueprint communications' tutorial by unreal engine themselves. They show how to connect multiple interactive objects like your example
@@BuvesaGameDevelopment Where do you find that?
Cool
i don't have a light holder option
ok i don't save var its working
Ok good that you found it ;)
Thanks it work
Great!
Wow great!!!!
not sure why it doesn't work for me i followed the tutorial exactly just doesn't work im on ue5
So good!
Thx!
You cant use rect lights?
how can I add two on compnent begin overlap? I want to make a widget that shows press e to turn/off light. currently i work with a second blueprint class just for the widget.
IMO the most elegant way to do what you're asking is to rely on interfaces. You'd force all interactables to implement the "Interactable" interface and you could even define custom text for each (like turn off light, turn on radio, etc.) I.e. your interface would define a function that must be implemented, such as GetInteractableText. Then, whenever your player overlaps an interactable trigger, you would trigger custom events to both retrieve the display text of the current interactable and let the UI know that text needs to be displayed.
Thank you for this amazing tutorial, so I need to know how to turn off the other lights as I turn the one you showed by pressing f. please help!
You'd create an array instead of a single variable to hold references to all lights you want to affect.