Yeah… I knew doing the timeline thing was bad practice, it was just a quick and dirty way to reset my reference of the clicked ID to null/none. I check elsewhere against that variable, which sticks to the last button clicked if I don’t reset it.
I have several “controller” blueprints: BP_CTRL_Audio, BP_CTRL_Visual, BP_CTRL_AI, etc., and one of these is BP_CTRL_GUI. In the GUI controller, I previously (before implementing your handy-dandy offering) had a function for checking if a button was pressed. It was generic, I could just pass in a button ID and get a boolean back. I’m having a hard time replicating that with this new setup. Ideally, I’d like to do a “Bind Event” in my GUI controller for the button clicked, but get back a boolean if ID matches. I’m simply unsure how to do this elegantly and efficiently.
I’m thinking I’m just missing the simplicity of getting a boolean result for whether a button was clicked. I’d rather not lay everything out in the event handler- my goal was to just catch events and pass data through. I’ve been burning the candle at both ends the last 2 weeks, as they say… So I’ve been brain-farting a lot, haha…
Anyhow, thanks for the support and speedy responses. I rated MMS 5 stars on the Marketplace and will certainly be suggesting it to others when the topic of menu systems comes up!