Using a switch, branches and gates after each other

Hi,
I’m currently working on implementing tutorial pop-ups in the HUD. Depending on which trigger box is entered, various images should be displayed on the screen using “Draw Texture” and disappear again when leaving the box. I have created a HUD Blueprint and an Interface to call for displaying the images. My problem now is that I can’t figure out how to create the different paths leading to the display of the textures. My Blueprint currently looks like this:

As you can see, the gates are not actually being activated, since I have no nodes activating them. The branches can’t activate the gates, as they are used to activate/deactivate the display. Does anyone know how to solve this or know another way which makes this easier?

Thanks in advance,
Florian

If…you need that to be possible all the time maybe an event begin play node into a sequence with 3 pins…plug into all three gates…or possibly an event tick hooked up similarly. …I may be misunderstanding what you are trying to do but that may work for you. :slight_smile:

The switch should only be firing the INT output that is active. There should be no need for the branches.

As DJMidKnight pointed out, the branches aren’t necessary. This will do what you want (just tested it):

Hey, thanks for the answer. This doesn’t work for me, I implemented it as Kronykus shows it in the screenshot below, but now the last texture that was drawn is always displayed and doesn’t disappear.

Edit: Fixed it, I just had to set the int when leaving the box to a fictonal one that doesn’t show any texture, thanks! :slight_smile:

Thanks for the screenshot, but it doesn’t work in my project :frowning:
The gates were there to make the textures only show when the corresponding trigger is called.

Edit: Fixed it, I just had to set the int when leaving the box to a fictonal one that doesn’t show any texture, thanks! :slight_smile: