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UMG Widget/HUD communication breakdown

No pun intended I cannot get my skydome, which has a "current minute" variable to set the sun and moons position and also lets me eventually concatenate a string together for hours minutes seconds, cannot be printed from a UMG widget created in a HUD BP, I've tried every method I've learnt from the UMG video, from templates from the offical tutorials on communication between blueprints and reading the documentation. I've been playing with it all day.

Heres the basic setup of my HUD (things such as static images show up fine, but I cant read variables from any BP in the level. In this example I get my "bad skydome cast" debug message. Displayed is my HUD class BP, my Skydome BP in the level, and the PIE view I get, static images, text, and buttons get displayed properly but variables are always "invisible".

alt text alt text alt text

I was so excited a couple weeks ago when I found out I could use the canvas system for GUIs instead of just debug text and drawing textures or text with a HUD class, but displaying a variable just will not work period this direction. I have to go into my skydome, cast to the widget, set the text and that just seems backwards, I should be able to display the variables data on the GUI instead of setting the GUI in the BP that owns the variable I would think. Keep in mind I'm a C# programmer, it doesn't allow for much data type casting.

TLDR: Do dynamic widgets IE a variable value being displayed in a text box have to be set from the BP the variable exists in? I cannot display a public variable from a BP in my level which is bound to a text block in a widget which is created in the HUD BP then added to viewport. This clutters my BP's redicously, I'd like to have all my GUI stuff on my UMG class BPs and HUD class BPs

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asked Mar 21 '15 at 01:10 PM in Blueprint Scripting

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avatar image Nsomnia Mar 21 '15 at 01:34 PM

Maybe this is clearer. Here is my HUD blueprint. I get my debug "CANT MISS THIS CAST FAILED" messsage and the text block is blank, if I remove the wire to the "in text" it prints whatever string I type in there manually (abc123 for example) just fine.

alt text

http://i.imgur.com/skNfVQu.png for higher res

avatar image Nsomnia Mar 21 '15 at 07:26 PM

Solved. The submarine blueprint and the skydome blueprint arnt pawns. When we take the sedan basic vehicle template and build a progress bar and make an event tick do an incrmental integer we can do exactly as I need: use widgets without touching the blueprint im casting to.

So it works for a pawn (the sedan in the simple car example) but not actors thaats what all our blueprints are. Can it be a character? A pawn? Whats the best way to build a submarine that will be able to be posessed (switch first person input off and switch to submarine input only, and sometimes both at the same time, but different keys)?

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