I have built an in-game UI menu with multiple buttons setup (each player has a separate canvas). I have one function to handle all the button clicks and compare which block to run with SelectedButton.GetText(). I currently have an else statement to print “failed” if button text is not recognized, and it is running this code for every button at the moment. If I print SelectedButton.GetText(), it will show as empty in the log.
Observed Result:
LogVerse: log_ui_manager: button text is empty
LogVerse: log_ui_manager: failed – player pressed some other button not setup yet? 2
Expected Result:
LogVerse: log_ui_manager: button text is “Text Here”