I want to use on button clicked to activate a function.

Good catch on the ui widget getting created by each turret @Mind-Brain !

I added some print screens to see where the code was reaching the only print strings that would show anything were the on clicked buttons so I decided to try writing the bind event on it too with some extra print strings to see if they would get through the event execute.

They did but they interacted oddly. No functionality came from binding the event in the Ui, but When I would click any other button than one or five or eight it wouldn’t print anything. Then if I clicked button one any button I selected afterwards would have a print string attached to it with the same context as if it had a print string the same as number one. 0 buttons, 1 buttons, 2 buttons, and so on. If I selected number five it would give any button i selected afterwards hot dogs. button 2 would show 1hotdogs, 2 hotdogs, 3 hotdogs, ect. If I clicked both of them it would print both 6buttons 6 hot dogs and so on. Button eight only had a print string executed after call on base selected. saying, “How about this one?” to which after button one and five were selected would say 7 buttons, 7 hot dogs, how about this one, but wouldn’t give any other button “how about this one?”.

Other than the print strings this bind event didn’t result in any changes to the turret. I moved the create widget to the terminal blueprint actor where the widget is shown. I also moved the bind event to this same event page since it doesn’t like to be anywhere other than where the widget is created. I can skip the button press and the turret (now only one) will face towards base 1 and when it comes from the bind event execute pin it results in no button selection resulting in anything but an oddly adaptive print string.