Hiding Widgets

Is there a way to hide a widget but continue running the blueprint inside of it? I have a simple widget that asks questions and continues to others based on what the user answers. Right now I have it open the widget, user clicks a button, it runs some camera movement nodes and other minor functions, then opens a new widget. The problem comes when I try to remove the first widget that contains the blueprint. If I use either remove from parent or set the visibility to hidden, it doesn’t finish the nodes past the hide/remove. Thoughts?

Hey,

can you show us the blueprint?

Its kinda strange that it stopped working when you set the visibility to hidden. Of course it will when you remove it from parent as it will be garbage collected and destroyed.

Edit: just for a test. What happens if you set the Color and Op. to fully translucent (Alpha = 0) instead of Set the Visibility to Hidden

Setting the color/Op at the start and allowing the blueprint to finish, then removing the widget worked great! However, here is the basic setup I was using. There is more past the gate but I am just giving an example. The BP stops running at the gate if I use set visibility to hidden or remove from parent.

hey,

i havnt messed around with a gate so far.

The case is when you “Remove From Parent” is quite similar to “Destroy Actor” -> so what does not exist cannot be Ticked right?

please be patient as i write more when im back :wink:

Untick start closed on the gate. In fact why are you even using a gate its not even needed ?? A gate is used to control the flow of execution you only have one execution flow and that is triggered by the button press event anyway . Post up what you are doimg after the gate and i will tell you how to connect it all

That “Set to Hidden breaks the execution” bothers me a bit. Can you please add a breakpoint to the tick event node and tell me if it is hit. For this please make your widget “hidden” by default otherwise it is fired all the time and you dont have a chance to click your button.