npc creates widget with accept or
decline for quest.
after accepting, widget gets removed
and another widget is created.
after doing a task the text in the
2nd widget should change but here is
where my problem occurs.
When the 2nd widget is created i have reference that gets set before its added to the viewport but when trying to access it from a different bp it doesnt work and always have its current value = none (not sure what im talking about).
I’m pretty sure its being called… otherwise that widget after it wont be created… and it appears…
Is there no way to do it without storing in an object/struct?
When in play mode i hover over 2nd widget in picture 1 and it indicates that a widget has be created with a long name… but when moving to the 2nd blueprint and looking at the reference it shows value = none
And also why does every time i post all the lines gets messed up?
You should store this information in an Object or struct, and send that object to the widget to display, instead of the bulky widget carrying all the game data.
I have created two text variables, one inside the game HUD (my text), and the other inside the third BP (my new text) which is going to replace with the first variable.
Now everything is set up, except changing the text from the third BP. In my example, I tried to change the text with an input event from keyboard (Q). The thing you need to change, instead of an input event, use another event or condition to set the new text.