Cannot SetString (widget) from inside loop

I’m having an issue where I cannot set the text of the widget from inside a loop.

I’m attempting to make a simple countdown, but the screenshot below illustrates the problem.

When the game loads, I see the text THIS WORKS, on my widget. I would expect that after one second, I would see THIS DOES NOT WORK (but I don’t see it, because it does not work :slight_smile:

I am using the same reference for both cases.

Why can’t I see the text from the loop?

EDIT: The way I add this widget to the blueprint is a little complicated I suppose. I have a widget in the motion controller pawn: An interface is connected to the MCP

It is the ‘main menu’ so a few widgets will be placed on this panel. The details are like this:

WB_MainMenu Event Graph:

I see the text from when the timer widget loads though, so it seems like it is being build etc. It just doesn’t seem to update. Like the reference changes during runtime or something.

The widget is an empty actor I drag into the world outliner, which has this:

I have added a lot more information, thank you

The default value of the text box is “text block”, so it is overridden by THIS WORKS

Sorry to ask, but does the custom event in the loop fire or execute? Like if you put a print string in the loop, then does it show up?

Could you show how you add this to the viewport and the widget hierarchy? Also, what’s the default value of the text box in the designer?

it does. I’ve made the timer countdown, and it prints it evey second

but it doesn’t set it.

Can you untick Manually Redraw?