So, the title is a little confusing, but essentially, I have a widget blueprint being added to the viewport based on the value of a Boolean. In this case, the Boolean represents if a player has a certain powerup, I’ll use my health powerup as an example.
Basically, if the player already has this powerup, I remove an interact widget from parent, and then add a widget to the viewport saying the player already has the powerup. The issue is, the true value of the branch is triggering as soon as the Boolean is set to true. Which looks a little funky in-game since it’s supposed to show up if the player goes back to try and buy the powerup again.
Any ideas on how to fix this?
Thanks in advance.