In WBP_Chest, I have a bool value called isOpen, which determines whether the player can open the widget by inputting an answer in the chest blueprint (press E). If isOpen is true, they can’t open it. However, my isOpen is a variable inside the widget, so it gets destroyed and reset every time. As a result, my setup doesn’t seem to work. What should I do? The Epic assistant said I should create a new variable called ParentChest, set its type to the chest blueprint, and use that to connect and set isOpen. But the types are different, so I can’t connect them at all.Or do you have a better method to suggest? Thanks.
Widgets should only visualize, and the logic should be in the actor, or where the widget is created.
Here’s the situation: I want to implement a mini-game inside my 3D game, but there’s a key input conflict. So I used UI Input Mode Only. This way, the logic is handled within the UI interface, which should better suit my scenario. Even if the logic is in another blueprint, the data still needs to be passed to the widget for rendering.

