So I am trying to move my widgets into C++ and a HUD. I have tried watching a tutorial to get this set up though it doesn’t seem to be working for me. I set my widgets in the HUD BP using TSubclassOf and then select them in the BP itself, yet everytime I run the game I get my UE logs trigger telling me its null.
UPROPERTY(EditDefaultsOnly, Category = "Widgets")
TSubclassOf<UUserWidget> CombatStatusWidgetClass;
UPROPERTY(EditDefaultsOnly, Category = "Widgets")
TSubclassOf<UUserWidget> EnemyInfoWidgetClass;
Here is my cpp implementation.
void ACombatHUD::BeginPlay()
{
Super::BeginPlay();
if (CombatStatusWidgetClass)
{
CreateCombatStatusWidget();
}
else
{
UE_LOG(LogTemp, Error, TEXT("Issue with CombatStatusWidgetClass"));
}
if (EnemyInfoWidgetClass)
{
CreateEnemyInfoWidget();
}
else
{
UE_LOG(LogTemp, Error, TEXT("Issue with EnemyInfoWidgetClass"));
}
}
Tried setting both the class and the BP and getting the same result each time. I know the HUD is getting called as well as BeginPlay because I am getting my errors, it is just having issues setting these attributes for some reason.