I’m trying to read variables that were set through the UI in a UMG widget, in a separate blueprint I have placed in my level.
So as an example:
I have a UMG widget in the viewport, in which the user enters a text value in an editable text box.
It is then set as a text variable like this:
I click the icon to make this variable editable.
I have another blueprint, placed in my level. I add the widget as a variable and make it editable.
I then set this up to see if I can compare the text value the user entered in the UI, with a predefined value. “BenchmarkingAssessor_EVal”.
Pressing C to compare the two does nothing, if I remove the IsValid node, then the editor crashes. Pressing V to set its value (of the variable in the widget) results in an error message:
Error Accessed None 'Assessment_Form_Object' from node Add StaticMesh Astra_Car_Paint001 in blueprint Astra_A
Error Attempt to assign variable through None from node Add StaticMesh Astra_Car_Paint001 in blueprint Astra_A
The add static mesh is a node in the construction script.
Obviously I am not doing this right. I have a huge amount of variables I have to read from the widget in this way, how should I be doing it?