I was trying to set a text in an UMG text widget by using a custom event and ‘set text’, this caused new text to be displayed on old text when I changed the actual text. It was essentially never clearing the text when the text got updated. I even tried setting the text to nothing before updating, removing the widget from the viewport before displaying new text etc…
What worked was updating the text in its own bound function but I have to do some logic inside of the bind function.
I’m wondering if this text keeps updating on every tick now instead (a custom event wouldn’t (?)), or if UMG is smart enough to update it whenever variables get updated (I cast to a playerController, get a var and do some logic on it)?
The main question is if one way has a bigger hit on fps over the other?