I have a custom widget designed as a card to use as a tooltip. The issue comes to this:
I create the widget and fill all the exposed variables. The widget is created and shows the correct information for each element it’s supposed to show. One of the requirements is to use an event dispatcher on the parent blueprint, that get’s called when the user selects a color theme for the entire UMG.
Everything else is working, and changes the color scheme (kinda automated, kinda brute hard coded), Used the same logic on the tooltip widget and it gets the event dispatch, and in debug (thanks to the Almighty PrintString) it shows the correct value for the variable, but the actions it must perform are not updated.
Here’s an overview of the setup:
Binding the dispatcher that exists on the parent BP class, and uses the Theme variable heredated from the parent. I did not declared the variable in this BP, nor the Event dispatcher. I’m using the same logic everywhere and it works.
I call the initialization of the color theme both on construction and on event dispatch.
Inside, i do some nearthdenthal logic to update the elements i need changing colors. It works everywhere else.
Let’s now run and see the results.
I initialize in a given theme.
And the tooltip widget looks like this:
and on creation of each one i get the color scheme on debug
Then i switch to the other scheme:
and immediately adter switching i get this on the screen, even tho i only have the print string on the tooltip widget

there’s two conclusions i make from this: the dispatcher works, and it seems like they are not beign destroyed, but collapsed and they are still somewhere, right? because the more ojects i hoover and get the tooltip, the more logs i get when i chage the theme in the settings.
Now, the logic for the widget creation is this:
some text formating, blah, blah, blah… and the theme variable is passed from the parent widget (that is a few levels above, aka. main hud, and it’s the only declaration anywhere). And to manage the staying in memory issue, i tried this:
some validity check on the storage variable, and if it already exists, remove from parent (aka. try to destroy, without calling garbage collection XD )
and storing it at the end of creation.
So far, i keep getting the same results. They still get created on the first theme i lauch the game on, and won’t update, and i still get the same degug log of many existing tooltip widgets but not visible when in change color theme.