Inventory UI with UMG - Click on button don't work

I stuck in Inventory UI with UMG (v4.8). Like i write in title when i click on inventory button ActionMenu don’t show up.
I made 2 breakpoints in my blueprints :

  1. on OnClicked inside InventorySlot where i got only loop of trying to read picture of actor
  2. on ButtonWasClicked_Event inside GameHUD (Inventory Button Was Clicked) and that event don’t even happen once
    I’m working with Unreal Engine 4.9.2

Have You maybe any idea what is wrong?

Recheck the tutorial, you must have missed something on the inventoryslot widget

I do it twice and still got the same problem. And i don’t think that it’s because of other version of Engine

Just a hint: “Please dont waste time doing videos to provide us a debug media. Only do videos in case you want to demonstrate your visible issue.”

In any other cases post screenshots instead, because people like me like to analyse without being forced to click every second on your video.

However, what i have seen, seems to be related to your delegate binding (ButtonWasClicked) (Could only be one issue, there may be more).

Inside your video where you send the delegate message, it seems that no receiver was found. The thing that it worked in the tutorial, was probably the version of the engine back then.

And i believe that they changed delegates in further versions.

please show us your delegate binding as screenshots please

cheers

I hope that this i the thing that You asked for.
I hope that this help You to solve my problem. This is probably problem of the beginner who I am.

https://dl.dropboxusercontent.com/u/26116566/UnrealEngine/ButtonWasClicked.png

Invalid attachment. I get an error when trying to open it up

I got a problem with Local Attachment but from dropbox link everything works.

I try do it in another way. But now I got another problem and i think that is similar one.
I made Event Dispatcher it’s working on first picture but i can’t make it working on second one.

First :

https://dl.dropboxusercontent.com/u/26116566/UnrealEngine/Working.png

Second:

https://dl.dropboxusercontent.com/u/26116566/UnrealEngine/NotWorking.png

Hey,

so far as i can tell, you send a message to nowhere.

At the point you call: “CallFindClickedButton” he is sending a message to every object which implements the corresponding event.
But i dont see any blueprint here where you actually bind an event which listens to FindClickedButton.

So you end up yelling in the woods and no one cares about it.

I will try to make you some pictures to work with delegates

Please be aware that this is nonsense using BeginPlay in both cases. As for the sender it would be your OnClick Event or something else.

Whats important here is the receiver which binds a function to your Event Dispatcher. So Delegate_TheGameHasStarted_Event will be triggered when the object SomeSender calls it.

This way the sender dont need to know the receiver, but the receiver needs to know the sender or at least the context where the sender belongs to.

cheers

OKi i think that i understand this a little. But still got problem with first picture.

https://dl.dropboxusercontent.com/u/26116566/UnrealEngine/InventorySlotWasClicked.png

On every click in button i call ButtonWasClicked and I should get this call on Bind Event who is connected to Array of buttons. But it never happend.

You still havnt showed us the picture where you “BIND” the ButtonWasClicked Event

Do you have something which looks like my “Receiver” Blueprint?

I think that it is on first screen

https://dl.dropboxusercontent.com/u/26116566/UnrealEngine/BindEventButtonWasClicked.png

Can you please click on the action menu you have on widget and show me the details on the right corner?

I belive that this is what are you was asking for

https://dl.dropboxusercontent.com/u/26116566/UnrealEngine/DetailsOfActionMenuWidget.png

What z order your main menu has?

Inventory has Zorder0 but ActionMenu isn’t over Inventory.

https://dl.dropboxusercontent.com/u/26116566/UnrealEngine/Designer_InventoryActionMenu.png