Inventory System Problem

use a flipflop node for calling the functions at the same time you call your paused bool. So get rid of press “I” in your (Left Inventory) Function with setting the paused bool, then add a flipflop node to when “I” pressed show Inventory before it calls the functions. Now drags paused bools and attach one to each flip and flop, on flip set true and connect (Entered Inventory) Function, then on flop set paused bool to false and connect (Left Inventory) Function and that should fix it. If not its because you need to Create Widget and Promote to Variable in Character Event begin Play, then in Functions just set Hud Inventory to viewport in (Entered Inventory) function; the (Left Inventory) Function looks fine. Hope you can read my chiken scratch if not I will post image of what I’m meaning :slight_smile: