Event Dispatcher Not Calling Event

I’m having trouble getting a blueprint to call a function.

what i have currently is some on screen buttons that, when clicked, move the camera. when I had my code in the button widget it all worked fine but i decided to move the code to the player so that I can use a timeline to make a smooth transition. from what i’ve found i should be able to do this with an event dispatcher but i guess i can’t figure out how they work. the images are of the player blueprint where i have labeled the ‘Print string’ nodes that are working and not working, and the UI blueprint that is calling the event dispatcher.

what am i doing wrong?

Edit: I’m also adding a picture of the blurprint that was working before i moved it off the button click event and onto this event dispatcher.

In the sequence, in the ‘Then 0’ branch, store the widget reference in a variable, and use that variable in the ‘Then 1’ branch to bind.

I don’t know if that’s the problem, but it’s looking a bit dodgy at the moment.

EDIT: Yes, that’s the problem. If you have 3 cameras, you’re creating 3 widgets. How on earth do you know which one you’re binding to?

Is this what you’re trying to do:

Each button sends a different location:

And whoever catches it, can then process sent values:

How on earth do you know which one
you’re binding to?

To the last one in the array. If he’s lucky! No reference, it’s not in the viewport, if the GC kicks in between the ticks, the whole thing comes crashing down:

This, probably.

there is only one actual camera in the scene, it just moves on a button press to another locator i have set up. I’m referring them to cameras which i can see now that would be confusing to anyone but me. if i understand you correctly, your comment should still work but doesn’t unless i set it up wrong. I added more sequence pins to go to the other button press events.

i’m afraid this change didn’t work.

So if I wanted to move something with a bunch of buttons, I’d probably:

Image from Gyazo

Does it help at all?

it does! but not for the reason you would expect. I noticed your ‘add to viewport’ for your widget. realized that i was creating an empty widget with the same name as the widget i was trying to use. I have corrected that issue and now everything is working as it should.

Glad to hear that. Good luck with the rest!