Everything in main user widget to render target

When I expose them that way in a blueprint actor it seems to interfere with the widget created by my level blueprint. Button functionality on the UI widget becomes extremely erratic (despite character movement being uninterrupted, and the render target seems to only be updated once upon creation while the widget component (when I choose to render it to the main pass) updates live as intended.


This is what is placed in the actor. The delays are a means of me troubleshooting. It seems UI interaction via mouse begins to stop working consistently after set widget is invoked, regardless of the sequence.