Having trouble getting widgets to disappear

I am working on setting up the system for dialogue in my game; when you’re looking at an interactive item that has this dialogue system component attached to it, you press E and it calls up the dialogue box widget. It comes up just fine, but I can’t figure out a way to collapse it. I’d like to be able to use the E key for this as well, but I’ve tried several other things, such as assigning other keys to it, setting the functionality up inside the graph of the widget itself, turning off “consumes input,” making sure that the input event can still fire while the game is paused, etc.

This is the blueprint for it:

A second issue I’m having that may need the same or a similar solution is that the nametag widget that appears on screen when you look at an interactive item does not disappear.

This is the code for the blueprint inside the interaction system component that is attached to the player:

and the code inside the nametag component itself, which gets attached to anything “interactible”

Thank you very much.

Click on your E event, check it right detail panel and check Execute when Paused:

Yeah, that box is already ticked.

Try to add a condition to the event E, as E might be recalling the widget visible

image

That’s a neat idea, but it’s still not working

I think the issue there are 2 E event doing 2 different thing at same time, you might need to merge them and only use one E event.

Trying that as well:

I also changed the Z order of the dialogue box widget to 1 to make sure that the name tag isn’t rendering on top of it, but that didn’t do anything either

try to add some print string or breakpoint(using F9 on a node and F10 ingame while in breakmode) to get the flow of your execution.