Problem with two widget blueprints, it's always active one of them

I have an issue with 3 widget blueprints that aren’t functioning correctly. The first one, Widget 1, has a button that is configured to make Widget 2 appear when pressed (this action works perfectly). Additionally, Widget 2 has a button to make Widget 3 appear. The problem is that Widget 3 is always active in the display of the other two widgets, and I don’t know how to make it appear only when I press the button. I’ve tried everything, including marking it as excluded from the event begin play, attempting various configurations in each widget’s blueprint, and nothing seems to work. Any help?

In image 1, you can see how Widget 1 activates when pressing play. In image 2, you can see the blueprint of Widget 1 to call Widget 2 when pressing the button. In the third image, you can see the blueprint of Widget 2 to call Widget 3 when pressing the button, and it appears to be correct but doesn’t work. In the fourth image, you can see how Widget 3 is configured in case the initial setup affects it. Those buttons are for changing the sky, unrelated to this issue, and they work fine. Thanks




Hi,

how do you know widget 3 “always active”? Can you see it as soon as widget 1 opens and/or do the inputs in cambiar_cielo (Widget 3) always work?

Hii,
It’s always active because when I press play to visualize everything, it appears from the very beginning without any changes, only those specific to widget 3. When I press the circle botton the widget 1 change for the widget 2, correct, but how you can see always the widget 3 it’s active.

I’m sending you an example of how it looks in play: blue is widget 1, and red is widget 3

Can you look in your “panel principal” designer tab? Maybe you unintentionally added widget 3 inside of widget 1’s designer tab.

here? nothing :frowning:

In “controles” add a breakpoint were you create “cambiar cielo” so you know when you add this. Then start the game and see what happens.