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Set mesh visibility through UMG button

Howdy Folks

I'm experimenting with UMG tonight and I'm getting a little confused.I have a widget set up with a button. I wish to toggle the visibility of a mesh in a separate blueprint by pressing this button.

I've been going around in circles tonight trying to wrap my head around 'castings' etc and I've gotten lost. Hopefully, someone can help explain my predicament and how to tackle something like this.

Thanks, all.

Product Version: UE 4.16
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asked Jun 14 '17 at 08:58 PM in Blueprint Scripting

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Sounds like you need to learn the fundamentals of blueprint communication. There is quite a bit of documentation that explains and shows you different methods of blueprint communication, including casting and referencing. Here are some links I found with a quick google search. https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintCommsUsage/index.html https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/ReferenceAssets/Blueprints/ https://docs.unrealengine.com/latest/INT/Engine/Blueprints/UserGuide/BlueprintComms/index.html

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answered Jun 15 '17 at 12:54 AM

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