I need to access a widgets variable inside my onrepnotify function , I have a reference outside of the function, but obviously you can’t add inputs or anything to the onrepnotify function. I’d really prefer to do it without using a temporary variable if possible, but if that’s the only / best solution feel free to say so.
Widgets only live on their respective clients side. Unless you are using a listen server where the host is also a client.
Each client should have his own widget.
It would be better to pass parameters and structs from the server to the clients and have them do the actions to the needed widgets.
There is no need to have a client’s widget on the server in normal circumstances.
I figured it out, my post was kind of rambly reading back on it. Sorry for dragging that topic back up I found the set ownership section in that project, I didn’t realize it was very far away in the character blueprint haha. Thanks again for both of your posts, my UI is finally working
There is a balance between what in the ui is just a passive change and what can be triggered by players.
The main driving element is the cannon itself.
It contains the phase (Ready, Reloading & Empty) as well as it’s reload time.
The widget’s only action is to charge and fire the cannon, these actions are then passed on to the cannon that does the real work. The UI in the meantime passively checks replicated parameters from the cannon to see the current loading progress and ready status => in turn updating it’s controls.
Glad you got it working
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