Your Event’s input shouldn’t be the WHOLE combo box, all you need that it contains, probably a string. Before you call the event, you have to put in a “get ComboBox” node, and a “Get Selected Option” after that. From there, you can know which option was choosed by the player, and that’s all you need.
I know how to “Get selected option” inside the function, but i dont know how to fill de combo and when, for example with “sound waves” (like in the function “Play Sound at location”) or just with an array of strings. TY very much
If you select the combo box, you should find an option like Default options, that’s where you should should put your selectable strings. This should work if you don’t plan to change them dynamically. If you do, then I have to check it tomorrow, when I get back to my pc.
Thats exactly what i want: fill it dynamically and not with simple strings: with sound or animation assets or with any kind of entities.
Thak you a lot
As I said, strings. That’s all the user see, that’s all you can get out from it. But it’s your choice what to do with that information. If you’d like to use assets based on the string I recommend using Data Tables, they can be used for asset maps with a string key.