Hello, I have a widget blueprint that has an element that I want to display when something happens. (Part of the widget, since the whole widget is already displayed in-game, I just want to display another part of it on event)
So I have made the event in the Blueprint Widget, I want to call that from the C++ gamestate class when something happens.
C++ Widget
UFUNCTION(BlueprintImplementableEvent)
void ShowGamePhaseMessage();
C++ GameState Header
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSubclassOf<UUW_Timer> TimerClass;
UUW_Timer* TimerWidget;
C++ GameState CPP
//in construct
TimerWidget = CreateDefaultSubobject<UUW_Timer>("TimerWidget");
//in the function I call it like this
TimerWidget->ShowGamePhaseMessage();
Now the Blueprint part of the widget doesnt matter since it doesnt do anything, not even when I print a string.
What could be the problem? It looks like that the gamestate never calls the event or the class is null or something so it cant call it.