How can I do to handle, the following case to avoid circular dependences?
My case:
I have an Actor called ScreensController (blueprint) inside them I create some widgets to show the main menu screen widgets, also the same ScreensController have functions to change screens (adding to viewport), back to last screen etc… All its’ok at the moment, that’s is the idea of the controller. However when I’m need to call the ScreenController::ChangeScreen function I need to do this from some widget button OnClicked Event, that have sense. The problem is, When I’m trying to compile, boths blueprints enter on circular dependency always showing the other blueprint as dirty state.
There is something wrong on my concepts? I remember do this on past UE3 UnrealScript without warnings.
Thanks!