I have an issue with sending a signal from an actor blueprint to a widget blueprint, When I run the code the cast fails instead of sending the signal to the fading event. I think it’s an issue with the cast as it allways fails but I could also be using event dispatchers wrong.
I changed the user widget to be in the points blueprint and then used “get user widget” from the object section on cast to points, for some reason the component is now showing a target feature which didn’t appear originally when getting the widget, I tried a few ideas but I don’t know what needs to go into the target.
On the widget blueprint I made the component and clicked user widget for the varieable type as it also says for the parent type but I don’t know if theres any more info that is needed for the user widget.
Great news, the signal is being sent and is activating the print string on the custom event, bad news for some unknown reason the animation isn’t being played despite receiving the signal. When I use any event that originates from points such as “event construct” the fade in animation plays alongside the string. My assumption is that there’s some varieable that is being lost when the signal doesn’t directly come from points but after trying multiple ideas i’ve unfortunatly haven’t found the varieable needed to fix the animation.
I’m very sorry if i’m missing something obvious, I highly apreciate your help and think that this should be the last issue before the code is complete.
Double checked the events, The events were sending a signal but changed the name anyway to double check, unfortunatly did not change the outcome. To reiterate the issue now isn’t the event activating as the print string is activating but the animation not activating. The animation does funtion if connected to event construct but doesn’t for the custom event, i’m assuming there’s a varieable issue but i’m not sure.