It doesn’t seem to loop. When the masterbp is created, the rest are in the widget switcher and get loaded with it.
If anyone has any ideas, I’m super confused on where to even start with it.
Thanks
Update: The dupe blueprints have the tags: [unknown] (Class: [unknown]) where there’d usually be buttons, So the blueprints are dead weight. If I place an event construct with a print, it only fires once. So the dupes aren’t even firing constructs.
if its multiplayer, begin play runs on server and client so could be getting duplicates. for widgets i put IsLocalPlayerController check before spawning
On runtime the custom player controller I made, creates the master blueprint widget which holds a widgetswitcher. Inside the widget switcher is the 7 other blueprints that get created along with it.
That way everything is effectively played through a single blueprint and I can easily communicate between every blueprint if needed.
At least That’s what I’m planning.
I just cant seem to work out why triples get made. there isnt any other create widget sources for those blueprints.
ps.
Ive checked my level blueprint and some other bits to see If I accidently left anything over.
Using debug breakpoint Only triggers the blueprints once too.
OK so If I disconnect the event, begin play in the player controller going to create the master widget. 3 still get made. So something is firing somewhere but…where I have no idea. It’s a relatively simple blueprint system, nothing can really hide.
So something is creating widgets without my say so…harrumph.
Did a “get all children” on the widget switcher which was 7 which is correct.
I’ve checked for reference viewer (which is a really cool bit of debug tech btw thanks for showing me that), I dont have any actors. or anything in the world. So I used it on the blueprints. It showed me this.
Which looks like it might be a loop, But it’s just referencing itself for certain variables to be able to communicate with widgets that aren’t inside the widgets switcher.
After disconnecting or connecting the references. It doesn’t change the amount made.
Print strings are all returning normal. With normal amounts in each one, For example it says that the 3 dupes made are all filling the same widgetswitcher slot but If you loop the widget switcher slot it only says one.
I did try this in the level blueprint, but it comes back with just 1 when I can see in the debugger there’s 4.