I’m working on UE 5.3 and someting’s wrong with my widget component I added into my actor. I created a blueprint function in my widget component and I call it in event tick of the to update the progress bar depending on the time.
When the actor is spawned, I get the widget reference at event begin play from it’s component and it works. The thing I don’t understand is when I tried to put a breakpoint on the “Set Percent” node itself and it breaks in, but the percent isn’t set with the new value.
Am I missing something about updating widget component into an actor?
• use function binding or tick update, not both - I understand this was just a test, though
• what Mood Values are you sending to the bar, what role does delta play - in short, how are calculations done
I tried both solutions not at the same time and it’s not working anyway.
MoodValue is a float which are between 0 and 1. When I start the game, it set correctly the progress bar with the value, but it’s not updating. The delta value decrease the mood value during time.
I saw you used “Get User Widget Object”. What’s the difference between this function and “Get Widget” ?
Otherwise your node looks like mine, and it changes nothing if I use Get User Widget Object or Get Widget. With you example are you able to update the percent value of your progress bar in the widget component?