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 :
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
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.
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.