True, I didn’t even look that far. OP, here’s a non-cryptic response:
- The first node is a ‘SET’, meaning you’re setting your cast reference to null each time this event runs. You want to GET your reference
- There’s no need to SET the int on the actor you just got it from, you’re just setting the same value again
- You need different ‘add to viewport’ nodes for each of those execution flows, otherwise it doesn’t know which of the widget references to use. It will try and use both, but one won’t be valid
Thanks. It shows it properly now.
Although, it seems that it couldn’t know the integer value. It’s supposed to check if the integer value is greater than 0, but every time the value goes up, it still shows the widget through the false branch.
Here’s what it looks like now:
I have a print string set up for the values to check and it should work but for some reason it doesn’t.