Clicked UI button not updating widget item

Hello, I am working on making an inventory menu for my game that is in the style of a notebook. On One side is a list of all the items the user has. And on the right side are details about those items. What I want to happen is when a user hovers or clicks on one of the left-hand items, the details panel on the right opens up to give some more information about that item and gives the ability to drop the item.

So far it looks like this:

I am roughly following along with this tutorial on Udemy, Unreal Engine 5 UI Design: Advance inventory system with UE5 but have gone and done my own thing quite a bit.

What I am currently struggling with is when something is hovered or clicked on a left item, the details on the right update. I have not got this to work correctly at any point and for the most part I’m getting errors like these:

Blueprint Runtime Error: “Attempted to assign to None”. Node: Set Item Graph: EventGraph Function: Execute Ubergraph WBP Inventory Item Blueprint: WBP_Inventory_Item
Blueprint Runtime Error: “Accessed None trying to read property Inventory Item Details”. Node: Set Item Graph: EventGraph Function: Execute Ubergraph WBP Inventory Item Blueprint: WBP_Inventory_Item

I know what it’s getting at, it can’t update something when it’s None, but where I am having issues is I can’t get it to say anything but this error. I’m assuming it’s an issue with my casting and I am hoping someone can orient me in the right direction.

In my button from the left side, I’ve got this set up to cast into the Details Blueprint.

Basic set nodes to set the Detail’s Item Variable to the current Blueprint Item.

It then goes into my details Blueprint, these nodes all seem to work just fine. I can update them on my main inventory blueprint, here I changed it to my wallet option.


All of the items are connected to this structure:

That data table looks like this:

And since I am casing to my Third Person Character with the linked Details Blueprint, that is done here:

Does anyone have any ideas on what I have done wrong? I’ve tried to do everything I can think of and wasted close to two days on this.

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Hey I really wanted to help you get this system together and make a specified answer for you, but it seems your code has some bloat, and it isn’t very clear at first glance what all it’s doing. First, if you want to try a “quick and dirty” fix, get all widgets of class, select your descriptionwidget (disable top result only) and use a blueprint interface message to send the input of item details variable that triggers an event and sets inventory item details variable.

The bad news, would personally duplicate the project and try fixing it with a new more optimized system :slightly_frowning_face:, If you would like to go down that route I can try to help with that!

Thanks for taking a look at it, I appreciate it!

It’s a lot bloated, I have been thinking it might be a good idea to start with a new project and copy over what I need. I might as well take the time to do that now when I am fairly early in the project.