I'm creating a "target widget" which basically I want it to do the following: put a widget on the closest actor if the player is targeting. It cannot be itself.
I created a widget component to create the widget so I can call the widget inside of the widget component and update it from there. For example I have:
TargetWidgetComponent.cpp
void UTargetWidgetComponent::InitWidget()
{
Super::InitWidget();
//if widget isnt null
if (Widget) {
#if!UE_BUILD_SHIPPING
//if the widget is not the target widget
if (!Widget->IsA(UTargetWidget::StaticClass())) {
//throw this error
UE_LOG(LogTemp, Warning, TEXT("WidgetClass for %s does not derive from SActorWidget"), *GetNameSafe(GetOwner()));
}
#endif
//pointer to call the widget. Casting it so target widget is extended.
WidgetInst = Cast<UTargetWidget>(Widget);
//if target widget is not nullptr
if (WidgetInst) {
//add the widget to the owner, it cannot be the same actor
WidgetInst->SetOwningActor(GetOwner());
}
}
and inside of my TargetWidget I have :
//TargetWidget.cpp
void UTargetWidget::SetOwningActor(AActor* NewOwner)
{
//if Owning actor is the same or if the owning pawn is = to the new owner aka itself.
if (OwningActor == NewOwner || GetOwningPlayerPawn() == NewOwner)
{
SetVisibility(ESlateVisibility::Hidden);
return;
}
//if its not, change the owning actor to the new actor
OwningActor = NewOwner;
OnOwningActorChanged.Broadcast(NewOwner);
UE_LOG(LogTemp, Warning, TEXT("Owning Actor : %s , NewOwner: %s"), *OwningActor->GetName(),
*NewOwner->GetName());
}
as you can see, it calls the widget and displays the target on the owner. But only on the start of the widget. How can I update this widget or widget component so whenever I press my target button (tab) it updates my widgets visibility/owner?