UMG Issue, HUD added to viewport twice

Hello,

I am currently having an issue with the HUD in a game that I am making. I am currently following the Unreal Engine Horror Game course that could be found on Wingfox or Udemy. The course was taught using UE4 (though the instructor said it was UE5 compatible), so I am not sure if that is a factor into my issue.

The issue I am having is that the UMG widget HUD seems to be loaded into my viewport twice. While this initially was not an issue (even though I tried to address it early on), it became problematic later on in the course. For instance, progress bars to signify stamina and health would appear less translucent, which indicated to me it was being called twice. This became even more problematic the further I got into refining the UI. When I start a sequence and set it up so the UI is hidden, the HUD does not disappear, but the opacity did change. I know for a fact that it was a second UI because I update the HP bar to 50% in game, then when I trigger the sequence and hide the UI, the entire bar (filled and empty portion) change in opacity, so this second UI is not even being updated. Finally, when the objective gets updated, the text does not change, so when I complete one, the original objective and the new objective appear in the same space.

I have followed the steps multiple times and still get the same problem. If I try to disconnect things in the blueprint, then either the UI does not show at all, the UI does not update, or the same problem.

I tried the steps multiple times and am wondering if this is a known bug, like if it has something to do with a certain way things could be constructed in UE4 that cannot be done in UE5 anymore.

Did you Create A Widget and Add it to viewport on the Level BP or in the Player Character

I created a widget and added it to the Player Character.
The Level BP only affects the HUD when the sequence is triggered. I will update with pictures

UPDATE: I found that if I set the HUD widget to Hidden at the beginning and then trigger the sequence in game, then the HUD reappears after the sequence and functions as it should. Of course, I don’t want to have to trigger something in game in order to get the HUD since I’d rather have the player start with it from the beginning.

If you look at the pictures I have included, you will see the HUD has 2 different opacity values, most notable with the three white bars at the bottom. The health was set at 50% to show they are indeed changing. At normal setting, the bars are opaque white before the sequence and after the sequence, but half opacity and HP at 100% during the sequence.

You’ll also see the old objective still remains, indicating that (along with what was mentioned above) a second unaffected HUD is being displayed, but I don’t know how that is happening. You can see in my Character BP that only one of them is being called, but somehow a second one is showing up. I don’t have a HUD set up anywhere, and I even deleted the HUD BP Class since I was told it was not used much anymore.

Having issues with uploading directly to the forum, so I will do it one at a time.

I had this same problem and figured it out after much frustration. At least with my case, I had a L1_character in the level so everytime I went to test the game it would set up a second, non functioning hud for that character too. After I deleted the L1_character from my level the extra HUD also deleted. Hope this helps if you hadn’t already got the solution