Read actor instance’s text variable for widget when triggered on different objects

What I’m trying to do: (a ‘long story version’ is linked in comment below)

(and another user example is hyperlinked in comment below – i couldn’t post over 8 images and/or links in this first comment*) (there are other similar user questions elsewhere I know)

Short story: I’m trying to make a widget that is triggered by an actor blueprint, and I want the widget to display different text that reflects the public-variable-text edits I make in the editor.

My latest progress includes actors that are titled somewhat according to the hyperlinked user case above so, I have a "door_trigger" and a "doorWidget". I have altered the pin connections so much that I am just going to copy and paste all my screen shots below.

I got to change text asset DoorName by making a public variable called "name," as you’ll see. I can make the trigger show this text on screen and have it disappear when the user leaves the trigger actor, BUT EVERY INSTANCE ALSO SHOWS THIS TEXT VALUE, EVEN THOUGH I CHANGE IT

In the screenshots (some in comment following too) you’ll see the text "3" appear on screen, and it does this for all three of the dummy boxes I made; notice how the second box is supposed to show "dd" (I was just typing random filler content).


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How to get count of an object, through 3 different tables in postgres with ID’s stored in each table

I’m currently using Postgres 9.6.16.

I am currently using 3 different tables to store a hypothetical users details.

The first table, called contact, this contains:

ID, Preferred_Contact_Method 

The second table, called orders, This contains:

ID, UserID, Contact_ID (the id of a row, in the contact table that relates to this order) 

The Third Table, Called order_details

ID, Orders_ID (the id in the orders table that relates to this order details) 

The tables contain other data as well, but for minimal reproduction, these are the columns that are relevant to this question.

I am trying to return some data so that i can generate a graph, in this hypothetical store, There’s only three ways we can contact a user: Email, SMS, or Physical Mail.

The graph is supposed to be 3 numbers, how many mails, emails, and SMS we’ve sent to the user; since in this hypothetical store whenever you purchase something you get notified of the successful shipment, these methods are 1:1 to the order_details, so if there’s 10 order_detail rows for the same user, then we sent 10 tracking numbers, and since there can be multiple order_details (each item has a different row in order_details) in an order, we can get the count by counting the total rows of order details belonging to a single user/contact, then attributing to what kind of contact method that user preferred at the time of making that order.

To represent this better: If a new user makes a new order, and orders 1 apple, 1 banana, and 1 orange. For the apple, the user set preferred tracking number delivery as SMS, for the banana, they set it to EMAIL, for the orange, they thought it would be funny to set the tracking number delivery via MAIL. Now, i want to generate a graph to this users preferred delivery method. So i’d like to query all those rows and obtain:

SMS, 1 EMAIL, 1 MAIL, 1 

Here’s a SQL Fiddle link with the schema and test data:!17/eb8c0

the response with the above dataset should look like this:

method | count SMS,     4 EMAIL,   4 MAIL,    4 

Why the exported result is different from the evaluated result

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Why the exported result is different from the evaluated result? How to set to make them the same!

Here’s the code, It needs the package MaTeX. It’s Ok, If you don’t use this package, just make sure the text remain the same size when evaluating and exporting.

\[Gamma] = 7/18 \[Pi]; a1 = Graphics3D[{Opacity[0.4], LightBlue, Sphere[], Opacity[1], Black,      Thick, Line[{{-1, 0, 0}, {1, 0, 0}}],      Line[{{0, 1, 0}, {0, -1, 0}}], Line[{{0, 0, -1}, {0, 0, 1}}]}]; a2 = ParametricPlot3D[{Cos[t], Sin[t], 0}, {t, 0, 2 \[Pi]},     PlotStyle -> {Black, Dashed}]; a3 = ParametricPlot3D[{0, Cos[t], Sin[t]}, {t, -\[Pi]/2, \[Pi]/2},     PlotStyle -> {Black, Dashed}]; a4 = ParametricPlot3D[{Cos[t], 0, Sin[t]}, {t, -\[Pi], \[Pi]},     PlotStyle -> {Black, Dashed}]; data = Table[{0, Cos[t], Sin[t]}, {t, 3 \[Pi]/2, 5 \[Pi]/4, -0.01}]; a5 = Graphics3D[{Green, Arrowheads[0.035], Arrow[Tube[data, 0.01]]}]; data = Table[{0, Cos[t], Sin[t]}, {t, \[Pi], 1.5 \[Pi]/2, -0.01}]; a6 = Graphics3D[{Green, Arrowheads[0.035], Arrow[Tube[data, 0.01]]}]; data = Table[{0, Cos[t], Sin[t]}, {t, \[Pi]/2, 3 \[Pi]/2, 0.01}]; a7 = Graphics3D[{Green, Tube[data, 0.01]}]; a8 = Graphics3D[{Green, Sphere[{0, -1, 0}, 0.05]}]; a9 = Show[{a1, a2, a3, a4, a5, a6, a7, a8}, BoxStyle -> Opacity[0],     ViewPoint -> {\[Pi], -1.4 \[Pi], \[Pi]/1.5}]; data = Table[{-Cos[t] Sin[\[Gamma]], Cos[t] Cos[\[Gamma]],      Sin[t]}, {t, (1.5 \[Pi])/2, (1.75 \[Pi])/2, 0.01}]; b1 = Graphics3D[{Green, Arrowheads[0.035], Arrow[Tube[data, 0.01]]}]; data = Table[{-Cos[t] Sin[\[Gamma]], Cos[t] Cos[\[Gamma]],     Sin[t]}, {t, (2 \[Pi])/2, (2.25 \[Pi])/2, 0.01}]; b2 =   Graphics3D[{Green, Arrowheads[0.035],     Arrow[Tube[data, 0.01]]}]; data =   Table[{-Cos[t] Sin[\[Gamma]], Cos[t] Cos[\[Gamma]],     Sin[t]}, {t, \[Pi]/2, (3 \[Pi])/2, 0.01}]; b3 =   Graphics3D[{Green, Tube[data, 0.01]}]; data = Table[{0.2 Sin[t], -0.2 Cos[t], 0}, {t, 0, \[Gamma],     0.01}]; b4 =   Graphics3D[{Red, Arrowheads[0.015], Arrow[Tube[data, 0.008]]}]; b5 =   Graphics3D[{Red,     Tube[{{0, 0, 0}, {Sin[\[Gamma]], -Cos[\[Gamma]], 0}}, 0.008]}]; b6 = Rasterize[   Show[{a9, b1, b2, b3, b4, b5}, ImageSize -> {1000, 1000}],    RasterSize -> 3000]  c1 = Graphics[    Text[MaTeX[      TeXForm[StringTemplate["\[Gamma] = ``\[Degree]"][        Floor[\[Gamma] 180/\[Pi]]]], FontSize -> 30], {0, -0.1}]]; c2 = Canvas[c1, FrameStyle -> False, PlotRange -> {{-1, 1}, {-1, 1}},    Background -> b6, ImageSize -> {1000, 1000}] Export["带闭合路径的庞加莱球   " <>     DateString[{"(Date ", "ISODate", " Time ", "Hour", "-", "Minute",       "-", "Second", ")"}] <> ".pdf", c2] // SystemOpen ```` 

Portfolio items created indefinitely from external API. Every time different number

I am trying to make new portfolio item for every json item from external api. I am working on WordPress and placed my code in functions.php of the theme used. When i run my code, it creates portfolio items more than necessary. The items seem to randomly get duplicated even tho i have made validation statement and made sure that each post lug is unique. I want it to stop when the array in json file finishes. Unfortunately I can’t share the api link because it is not supposed to be open-source. It consists of one page. $ model and $ results get correct info. I am new to these WP functions and API thing and got really confused at this point. Hope someone can help me out!:

add_action('wp_ajax_nopriv_get_3dmodels_from_api', 'get_3dmodels_from_api'); add_action('wp_ajax_get_3dmodels_from_api', 'get_3dmodels_from_api');  function get_3dmodels_from_api(){          $  results = wp_remote_retrieve_body(wp_remote_get('<api-url-here>',  array(         'timeout'     => 120,         'httpversion' => '1.1',     ) ) );            $  results = json_decode($  results);     //print_r($  results);           foreach($  results->scenes as $  model) {                  $  model_slug = sanitize_title($  model->name. '-' . $  model->id);                  $  existing_model = get_page_by_path($  model_slug, 'OBJECT', 'portfolio');          if ($  existing_model === null) {              $  inserted_model = wp_insert_post([                 'post_name'=> $  model_slug,                 'post_title'=> $  model_slug,                 'post_type'=> 'portfolio',                 'post_status' => 'publish',             ]);                          if (is_wp_error($  inserted_model)) {                 return false;             }                      $  fillable = [                 'field_605dcef7001bc' => 'name',                 'field_605dcf01001bd' => 'description',                 'field_605dcf09001be' => 'category',                 'field_605dcf13001bf' => 'preview',             ];                          foreach($  fillable as $  key => $  name) {                 $  model_content = $  model->$  name;                                  if ($  name == 'preview') {                     $  model_content = '<img src=' . $  model->$  name . '" alt="">';                 }                                  update_field($  key, $  model_content, $  inserted_model);             }         }  wp_remote_post(admin_url ('admin-ajax.php?action=get_3dmodels_from_api'), [         'blocking' => false,         'sslverify' => false,     ]); } 

Thank you!

Can you chose same spell twice from different sources?

ive got a question. Im optimising my warlock character now and wanted to pick new UA (for now) Hexblood race. I will get a free hex once per long rest as racial trait. Thats awesome for warlock.

And now im looking to a Fey Touched feat. Its says i can pick 1 enchantment spell of my choice. So can i pick another Hex through this feat and cast it without spell slot, so i have 2 free hexes per long rest?

Translate different ports on the same hostname/server, to their own host names [closed]

For example, if I have Jonathan-PC.local, how would I translate Jonathan-PC.local:81 to wordpress.Jonathan-PC.local, Jonathan-PC.local:82 to joomla.Jonathan-PC.local, and Jonathan-PC.local:83 to drupal.Jonathan-PC.local? Is this Network Address Translation? Would a DNS Server be involved in this translation?

Can a warlock use Pact of the Blade to restructure a magical pact weapon into a different form?

I don’t have the exact text, but I’m going to be running a Fey Warlock for an upcoming campaign. I remember this for Pact of the Blade at level 3: You may create your pact weapon in any form you wish, and you have proficiency with your weapon.

I don’t have the exact wording, but I know that you can make a magical weapon your pact weapon by spending some time with it, which can be done as part of a short rest.

My question is:

Let’s say the party finds a magical axe that let’s say its a +1 axe. If I make that weapon my pact weapon, then I summon it: can I choose what form it comes in? For instance, taking a magical axe, making it my pact weapon, and then reforming it as, a rapier instead. Or finding a magical weapon with an elemental-alignment, and restructuring it into a weapon better suited for the character?

The only time I could think that you would consider trying this with the Pact of the Blade is if you’re running a dex-based magical warrior, but it was an interesting idea that popped into my head. Does this work?

In 5e, are there two versions of a ‘shove’, and if so, what further effects do the different versions possibly allow?

As I see it there are two versions of ‘shoving’ in 5e: a physical verion and a magical version.

The physical version allows pushing an opponent backwards OR knocking them prone, while the magic version moves them towards you or away from you but does not mention possibly knocking them prone.

The physical version is described on p. 195 (PHB) as follows,

"Using the Attack action, you can make a Special melee Attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this Attack replaces one of them. The target must be no more than one size larger than you and must be within your reach. Instead of Making an Attack roll, you make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you."

The Shield Master feat (p.170 of PHB) allows for this physical version as well.

The Telekinetic feat in Tashas C. of E. (p.81) is described this way,

"As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Certain spells and other magical abilities, such as thorn whip and the eldritch invocation Grasp of Hadar, move opponents closer to, or farther from the caster, but do not mention the possibility of knocking the opponent prone.

I can imagine a reasonable explanation for why/how there are two versions: the physical is a crashing, concussive impact, while the magical is perhaps more like a tractor beam or magnetic attraction or repulsion and–possibly–not as abrupt.

But if there are two versions, does that lead to further issues?

Perhaps it’s a separate question, but I ask here to highlight why/how answers to my initial question might matter:

Is the telekinetic (magic) version of a shove something that could reasonably be a surprise to an opponent–would/should that give some disadvantage on the opponent’s chance to resist being shoved?

If an opponent were magically shoved from behind, when they didn’t think anyone was there, would that be a reasonable basis for giving advantage to anyone attacking them from the front?

I’d appreciate any thoughtful input on this–whether directly answering the initial question or just focusing on other aspects. I want to understand how ‘shove’ can be used and haven’t seen much online that explores the topic. Of course each DM could rule as they see fit, and talking about this ahead of time to flesh out some aspects of the spell would be wise (I just emailed my DM to do so), but I’m glad for any input here, as well.

Can you choose a different ability for Hex when changing its target?

As a corollary to “Does reactivating Hex have any spell Components?,” is the player allowed to choose a different ability when cursing a new creature as a bonus action? RAW, it reads as a no, but a RAI argument could support a yes.

The warlock isn’t recasting Hex after the initial contact dies; instead, he maintains concentration on the spell and shifts the focus of the spell to a new target via a bonus action on a subsequent turn. The spell doesn’t say it must be shifted on the subsequent turn following the death of the target. Rather, it may be moved on a subsequent turn. Relevant text of Hex follows:

Also, choose one ability when you cast the spell. […] If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. (PHB p.251, emphasis mine)