Simple way to communicate between Widget and level blueprint

also by waiting for right moment in
tick

I’ve seen people do it. Is this something unavoidable? It surely is not good practice. Better than waiting for the latent system to kick in, probably. Still, sounds strange to Tick-query something just to see if it’s ready for a dynamic bind.

Maybe I’m overreacting. But it sounds like a small debugging nightmare waiting to happen.

It’s one way of doing, it tick can be used to wait for condition and it’s normal as all wait features in UE4 work that way as entire engine cycles, but agree 2nd solution is better in this case.

Thanks. I will try it out tomorrow.
I have created a day/night system with working clock using a level blueprint, because it is the easiest way to reference skylight, sun and so on.
I also created an event to speed up the time and therefore day until a certain in-game hour. I wanted to speed it up from a widget, to simulate the first person character “sleeping” for as many hours as the player wants to. During the sleep time accelerates and certain parameters are restored.
Accelerating the time by pressing key works, but I wanted more granular and interactive control.

It worked that way :slight_smile: Thanks