I have multiple widgets referenced in the level blueprint that are triggered by trigger boxes. Currently, they are removed by using the (remove all widgets) node, however, this does not work for my use because I have an objective widget that needs to stay on the screen. I have tried the visibility node and remove from parent. Here are screen shots of what it looks like:
It looks like there is a problem when I reference the widget, but i’m not sure why. To make the “door interaction” variable that calls for the widget, I added a new variable, and under type, I searched for the widget. When using the two alternate methods, the widgets stay on the screen.
If there is any help you can provide, or any other information you need to help, please feel free to ask.