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Use a trigger area to set a variable?

Basically, I want my text box to appear and show dialogue when the player passes a trigger volume. Currently I'm trying to start off by having the trigger box set the HUD's "dilogue" variable to true, but I just can't seem to get anything to work. Here is my level blueprint so far:

alt text

The get hud dialogue function: alt text

I don't get any error messages after testing the game or compiling, but entering the trigger box doesn't set dialogue to true.

Product Version: UE 4.16
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asked Aug 06 '17 at 05:23 AM in Blueprint Scripting

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do it like this alt text

instead of first person character, use whatever blueprint youre using for your character. Instead of FirstPersonHUD, use whatever your default HUD class is (you can go to Edit > Project Settings > MapsAndModes to find out!). checking if its valid is unnecessary, and you definitely dont need to check it twice. If youre constantly changing hud classes in your game, then i suggest you use widget blueprints itll be a lot easier.

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answered Aug 06 '17 at 06:03 AM

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avatar image Mataata Aug 06 '17 at 06:14 AM

Interesting.. I'm not really sure what's going on here. I renamed my hud asset to hud_game so it's easier to understand which is the class and which is the asset.

alt text

I checked hud_game's references, and it seems it related in some way to the HUD class. alt text

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avatar image ViceVersa Aug 09 '17 at 06:37 AM

idk how much work youve put into it already, but maybe try making a new hud class and copying the bluedprints over? im not sure why it would generate that error

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There is no reason for you to call Get HUD Dialogue, it isn't performing any task.

As long as your Hud variable is set and not null. It should be working.

Press F9 while selecting a node to toggle debug on that node, and see where the execution goes when you enter the trigger.

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answered Aug 06 '17 at 06:00 AM

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