I suggest trying Remove All Widgets
, then adding the widget of your choice.
Also send the Player Controller
to that 3rd widget.
I suggest trying Remove All Widgets
, then adding the widget of your choice.
Also send the Player Controller
to that 3rd widget.
I’d suggest managing all your Widgets in a HUD BP.
I know there is a lot of posts like this, i tried to follow some, but it just simply don´t work.
Apparently the nodes are correct, but i can´t find the solution for my problem.
Here is the images:
(note: they are written in portuguese, but it doesn´t matter)
Explanation: I have an image from a widget, when i hit a button from another widget, this mentioned image has it´s visible setted. I´ve tried different ways to do that. As you can see in the next screenshots, i´m using the Gamemode to set, but i don´t know what´s wrong.
Thanks for your attention!
I had one solution that worked. Frist of all, i organizaed my nodes, second, instead of creating widget from other widgets, i create them using the gamemode class, not using Level Blueprint for nothing.
I´ve figured it out from the logic of parent and child between UMG, (i don´t know if i am right), when you create a widget from another widget, it turns out a child, and if you want to set the parent, you need to set the widget as a variable (promote to variable).
But instead of setting from widgets, i prefer to set using the gamemode class.
But off course, deleting the widget before adding another, it´s important for optimizing.
Thanks.
Sorry, but didn´t help. “I too keep all my widget handling in my GameMode” is not what you said in your previous answer, and in my case, i don´t need a player controller, and i can´t either remove all my widgets because one of them needs to stay open at all the time ( i know i didn´t give more details, but i just cant give more details). I found out the solution myself, just trying.
“I´ve figured it out from the logic…”
But worth a try, thanks.