Just a disclaimer; I’m not very familiar with Unreal Engine 4 and Blueprints as of yet (only have about 3 weeks of experience so far), but I’ll try to provide an explanation of my case that’s as in-depth as possible. I’m currently using version 4.19.2 of Unreal Engine 4.
For this Blueprints project that I’m currently working on, I want to create an in-game timer on the UMG/HUD widget that displays how much time has elapsed since gameplay began. I’ve already found a functional means to do this on a prior project, but now I’m trying to transfer the same structure over to my current one.
https://forums.unrealengine.com/filedata/fetch?filedataid=142671&type=thumb
In fact, the timer was showing up as intended until for some unforeseen reason, it would no longer appear on the HUD anywhere.
As of right now, the HUD widget blueprint appears to compile just fine.
https://forums.unrealengine.com/filedata/fetch?filedataid=142672&type=thumb
The only clues I can provide as to why it no longer works is because, around the same time of this occurrence, I renamed both the HUD widget & character blueprints, while also setting a binding that changes the text’s color, based on which crosshair/firing mode is selected.
However, I doubt that it’s an issue with either for two reasons:
- I tried renaming the HUD & character blueprints on the aforementioned prior project, which had no effect on the visibility of the timer.
- I’ve since removed the color/opacity binding from the timer’s text box, though the issue still remains.
https://forums.unrealengine.com/filedata/fetch?filedataid=142673&type=thumb
(In case you’re wondering why the game has a first-person perspective despite being based on a third-person template, it’s because of how I attached the camera component to the player character’s head, as a child of a parent socket.)
I should note beforehand that the issue most likely does not lie in the game mode blueprint or the character blueprint.
The rest of the HUD is functioning as intended; the custom crosshairs/firing modes I implemented are functioning, and the Actions counter correctly increases by 1 every time the player inputs a firing action.
Though I may be wrong, I believe that the problem is with the binding for the timer’s text box, as inputting regular text into the box allows it to work just fine.
It would be greatly appreciated if anyone could guide me in the right direction!