If you’ll remember, the last article on this project was about reducing the amount of Blueprints needed for a weapons pick up system. Well, one of the glaring issues that we had with that final design is that there was still a needless type floating around.
In the current design, the struct was broken and an interact widget class was selected, so that there was a pop up when the player was close enough to pick up the item.

In #2, the struct is broken, and an interact widget (defined by the level designer) is created to display the pick up type
This works fine, but it’s unnecessary and will require the UI Designer (that’s also me, by the way…) to create a widget for every weapon type. This is a waste of precious memory, and we can make this much more efficient using a single User Widget. Remember, we want to adhere to as many DRY principles as possible!
So first, I just created a new user widget which will be used for all of our interact prompts. I called it W_Interact.
This Widget just has two components, a text component (for displaying the weapon type) and an image component which just displays a button prompt.