I took some snapshots and tried to layout my logic here. My suspect is really the event begin, so I made sure to include that in my layout here. The top section are grabs from my MENU_Widget (not actually called that - for simplicity sake let’s say it is).
The lower section from my Level Blueprint (zooming in on parts so it can be seen better).
The Event Begin call that i set up was done for bind events to function, something has to feed and make the bind event ready to run, if there is no direct collider trigger, my understanding is the event begin was needed to basically make it “alive” waiting for the bind event to happen.
Now i could be wrong on that. That’s not where the error is though, its on the widgetPOPUP node call. thanks for any feedback, I’m posting this to make sure you understand my layout, and tell me if I’m really off base.
Also note that I’m just trying to get the simplest thing to work right now off the bat, the “Go Button” which just prints a message, and then if it gets that far lower down it will execute creating some objects based on the word it is fed, but it hasn’t gotten that far to even konk out, it stops at the widgetPopup as I said
I sent you my skype info, but I’ve been testing since about 5:30am my time, and find that I can force my event to happen, which is confusing. So I did a search for how to call a bind event from Level Blueprint, because I know this is the problem. This is one thing I found out there.
I have so much information in my Level Blueprint that i want to manipulate with the menus, how are people accomplishing this if it isn’t possible?
>Right now, you simply cannot reference a specific level blueprint to call a dispatcher on. Generally, these types of dispatchers may be more accessible when they’re in the level’s GameMode >blueprint.
>We’re definitely working on a way to call into a streaming level blueprint via an interface. Once that’s implemented, you’d be able to use this to trigger level dispatchers. However, there is >no estimated time frame on that release.
>Please watch this tutorial to learn more about Event Dispatchers. I would also suggest that you watch these tutorials as well as our library of video tutorials. You’ll find almost anything that >you need to through these links, and of course our forums too.
>I hope this helps you further. If you have any further questions, please let us know. Have a wonderful day!
I followed the video, but when I try to attach the bind event to my custom event, I get the “No” sign and a message, stating “Delegate is not compatible with Delegate (by ref).” What am I doing wrong here?
I’m pretty sure my error is due to the fact that I’m trying to work with passing this to a Level Blueprint, if anyone has information on whether the UMG and Level Blueprint still have trouble communicating let me know.
For now i’ve decided to put this on hold, I’m redoing things that are in the Level Blueprint as classes to see if i can finesse this problem and bypass future problems. also going back to Epic school on UMGs and just trying to learn more before i dive into this again in the next week.