- I have a Widget that shows up inside the game
- When the user is finished going through the widget inside the game - the widget will send out an Event Dispatcher (Call), telling my level blueprint that the widget can be removed or do follow up actions. By ‘Bind Event to Total Screens Reached’
- It looks like this at the moment:
I’m trying to package the above into a more compact FUNCTION. However inside my function I am unable to assign ‘Bind Event to Total Screens Reached’ when the widget is finished and sends out the Event Dispatcher. It looks like this at the moment:
Am I missing something? Is there a better way around this? The idea is that this function is suppose to recycle the widget but with a different property (‘Screen’) every time, yet I need to let the blueprint know when it can proceed under the condition that the the widget is finished.