It fires the event on the first XPChanged, but whenever it dispatches again, the event doesn’t fire. I have checked that the widget doesn’t get destroyed, I have also checked that the blueprint does indeed get to the point where it dispatches the call by following the blueprint as I play.
What am I missing here? Something silly I’ve overlooked?
Any chance your character changes (eg. death + respawn) ? If the widget is persistent (playercontroller) but the character is not, then you’ll have to rebind the event every time you change character.
The character never changes, although that is a good point to bring up. But the BPC never gets disconnected from the character as far as I can see. As I can see the XP going up in the editor, it just doesn’t pass to the bind in the UI widget