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Virtual Sticky-Note?

When designing a building or level, I would like to have the ability to show my progress to a co-worker or client and allow them the ability to add virtual sticky-notes in the level. Another user asked for something similar but AFAIK nothing has been added since then: https://answers.unrealengine.com/questions/7029/question-adding-notes-in-levels.html

I know there is a note actor - that isn't what I mean. I need to be able to add an actor that then persists after the simulation ends, so it will remain in the editor afterwards.

I don't even need to modify it, honestly. Just something basic that the user can place to draw attention.

Product Version: UE 4.10
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asked Jan 14 '16 at 05:09 PM in Blueprint Scripting

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2 answers: sort voted first

Hello SBiegun_PDG,

I was looking over your issue and I have an example that may be viable depending on your needs. Please note that you will need to Enable Blutility (Eidt > Editor preferences > Experimental > Editor Utility Blueprints (Blutility)). I hope this information helps.

Things you will need:

  1. You will need to create a PlacedEditorUtilityBase for the following example

  2. You will then need a widget blueprint (This will contain the note that you would like leave (I used an editable text box))

  3. You will need to add a widget component to the PlacedEditorUtilityBase


This is how you create a PlacedEditorUtilityBase

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The blueprint below will be placed in the event graph of the New PlacedEditorUtilityBase. In short it sets a 3D Widget's location and rotation so that it pops up in front of the editor's camera. The second function will hide the Widget and set it up so that it is no longer auto selected on compile (set up below).

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This will be the construction script of the PlacedEditorUtilityBase. This makes it so that the PlacedEditorUtilityBase is automatically selected when the next person opens the project. After this all they need to do is scroll down in the details panel and select Call note (Shown below).

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This image shows how to use the blutility that calls the custom event that is setup with in the PlacedEditorUtilityBase

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This is what you will need to check so that the blutility shows up in the editor when the PlacedEditorUtilityBase is selected

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Make it a great day

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answered Jan 14 '16 at 08:01 PM

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Rudy Q ♦♦ STAFF
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avatar image SBiegun_PDG Jan 14 '16 at 08:27 PM

Thanks so much for the help, Rudy. So that shows how to set up the blueprints (which are all working properly as far as I can tell,) but how do I set it so that a note is placed when, for example, the user hits "E"? Would that be in the level blueprint?

avatar image Rudy Q ♦♦ STAFF Jan 15 '16 at 01:47 PM

Hello SBiegun_PDG,

You will need to click the "Run" for the blutility. This was highlighted in the fourth image of my original post.

avatar image SBiegun_PDG Jan 15 '16 at 02:28 PM

Hey Rudy,

Right, that's what I have. The "Run" command is working. I can call up the widget during play, but I'm not able to place it in 3D - rather, it stays as a HUD. I was hoping to walk up to an object, hit E to call up a note, then continue walking and continue to call up notes on objects that need attention.

avatar image Rudy Q ♦♦ STAFF Jan 15 '16 at 07:23 PM

In order to have the widget shown in 3D space instead of screen space you will need to use a widget component within the PlacedEditorUtilityBase blueprint. I have provide a link to the documentation below. /

Link: https://docs.unrealengine.com/latest/INT/Engine/UMG/HowTo/Create3DWidgets/index.html

avatar image SBiegun_PDG Jan 19 '16 at 02:57 PM


Thanks for following up with that. I've gone through the documentation and created the new widget and actor blueprint class. How do I implement that into the PlacedEditorUtilityBase blueprint? I'm sure it is just a little thing that I'm missing.

avatar image Rudy Q ♦♦ STAFF Jan 19 '16 at 03:19 PM

Instead of adding the widget component to an actor blueprint I added one to the PlacedEditorUtilityBase. I then added the PlacedEditorUtilityBase to the scene. The reason a PlacedEditorUtilityBase is needed is so that you can gain access to the viewport when out side of simulation.

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You could use Text Render actors, like they do in the templates. And there's no arrow actor, but you could just make a blueprint with an arrow component and use that to point at things.

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answered Jan 14 '16 at 07:27 PM

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avatar image SBiegun_PDG Jan 14 '16 at 07:30 PM

Thanks Ross. Wouldn't that still terminate when the simulation ends? I'm looking for some way to allow actors to be created in the simulation (not the editor) and for them to persist after the simulation is ended.

avatar image -Ross Jan 14 '16 at 07:42 PM

Ohhh, I see. Hmm, that is a good question.

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