I’m playing around with UE4 for the first time and I’ve run into an issue I can’t resolve.
I’ve created the following:
- CustomPlayerController
- CustomMap1 (Assigned a CustomHUD1)
- CustomMap2 (Assigned CustomHUD2, that creates CustomWidget2 via C++)
- CustomHUD1 (Creates CustomWidget1 via C++)
- CustomHUD2 (Creates CustomWidget2 via C++)
- CustomWidget1
- CustomWidget2
CustomMap1/CustomHUD1/CustomWidget1 is used for a Login screen, CustomMap2/CustomHUD2/CustomWidget2 are used for a Character Select Screen.
The game starts by loading CustomMap1, this works fine. I type in the valid login information and this takes me to CustomMap2.
I switch to CustomMap2 in C++ by running this code in CustomPlayerController (GameplayStatics::OpenLevel(“CustomMap2”)) and then immediately after this call I try to run some C++ code on CustomWidget2 to programmatically add additional widgets. However, I found out that CustomWidget2 (along with CustomHUD2) have not been initialized… They initialize a few seconds later… so I can’t add widgets to CustomWidget2.
Is there anyway to block until the HUD is opened? Am I doing something wrong? Helpppp