I’m new to asking questions here in the forums but I have exhausted all options and need some help. So, I am hoping I did this correctly. Sorry if it isn’t 100% correct but I am trying to be as clear and concise as I can be.
Overview of what I am doing:
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When testing things, I normally use print strings
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Over time, I have started making Function Libraries for quick prints like PrintTrueFalse, Vector X,Y,Z, Success/Fail, etc
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I wanted to upgrade this again method of ease again by creating an Editor Utility Widget (EUW) that will specifically hold these prints so I dont have to dig through the output log for them
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I have all of this set up, everything works except what I really want to do
How it works:
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Each time a log is made, it is captured and placed into a log file
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The log file is parsed and each log is stored in an FString
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That array is then read in the EUW which creates a text log for each log in the array
What I want to do:
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I saved the log entries to a file because I want them to persist after the editor stops running so that I can review them
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In the widget, I have a button that clears the LogFile and the LogArray but the EUW does not update when the button it pressed
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It only updates when manually compiled
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Is there a way to have the EUW update without having to compile so that when I press the button or log something in the construction script of an actor, I wont have to open the EUW BP and compile
Things I’ve Tried:
- Manual file and variable resets call on EUW PreConstruct
- Event Dispatcher in the Function Library that is called OnLogUpdate (When the log is cleared or Updated)
Important to Note:
- The Function Library is made in C++
- The EUW is made with Blueprints
- I’m open to any solution even if it means that I need to create the EUW in C++
- Ive checked everything, and it runs flawlessly from what I can tell. It just doesnt update without compile