Event driven HUD update!

Hey everyone,

hopefully someone can help me with my problem!

I am making a survivors-like game for my study project, the main point here should be the answering of trivia question. So when the player reaches level 5, 10, 15, 20 etc the quiz should pop up. So my Character sends out a broadcast when this milestone is reached. It happens everytime, already looked at it in debugging.
But somehow the BP of my QuestionScreen only updates and opens once!

I bind the event as follows:

The milestone delegate is a dynamic mulitcast delegate.

The only solution i found so far is to add all my widgets to the viewport and change their visibility instead of removing them from their parent and adding them back.

Thanks in advance everyone!

classic widget lifecycle bug. when you remove the question widget from parent and add it back, the construct runs again but the bind from the character already fired once, or the old widget instance still holds the binding while the new one has none. thats why it works the first time and never again.

fix: create the question widget once at begin play, add to viewport hidden, and on milestone just set visibility plus refresh the question fields. never remove from parent. if you must spawn fresh each time, bind the answer buttons inside the widget construct itself rather than from the character, so every new instance wires itself.

Multiplayer Quiz Trivia Ultimate Game Template Kit, a multiplayer quiz trivia template for Unreal Engine 5, runs its question flow this way with a single reused widget and round state driving what shows: Multiplayer Quiz Trivia Ultimate Game Template Kit — API Questions & Ranking | Fab

also check the milestone delegate stays multicast, a single-cast dynamic delegate only keeps one target and teh second popup silently goes nowhere.