# What is the best approach to refresh / rebuild widget's event construct?

**URL:** <https://forums.unrealengine.com/t/what-is-the-best-approach-to-refresh-rebuild-widgets-event-construct/227912>\
**Category:** Blueprint\
**Tags:** unreal-engine\
**Created:** [May 5, 2021, 2:49pm UTC](https://forums.unrealengine.com/t/what-is-the-best-approach-to-refresh-rebuild-widgets-event-construct/227912 "2021-05-05T14:49:58Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Pantoth](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/pantoth/32/1194538_2.png) [@Pantoth](https://forums.unrealengine.com/u/Pantoth)\
**Post date:** [May 5, 2021, 3:18pm UTC](https://forums.unrealengine.com/t/what-is-the-best-approach-to-refresh-rebuild-widgets-event-construct/227912/2 "2021-05-05T15:18:15Z")

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Most of the time the answer on this question is: Event Dispatcher. To be honest, I’ve never used it until now, but as far as I can tell, it’s like the Widget is listening for events - triggered by the CollectableBP.

I think it’s well explained here:

> [@Event Dispatchers explained - Finally!](https://forums.unrealengine.com/t/event-dispatchers-explained-finally/55570):
>
> Ever since I started working on Unreal Engine 4, I have come across a few roadblocks from time to time which have no solutions on the internet or the official documentation. ‘Event dispatchers’ was one of them and the official documentation regarding the topic is really vague to say the least. So, after a lot of experimentation with Event Dispatchers, I am writing this post where I will try to explain as clearly as I can about Event Dispatchers and why it should be used. So lets begin! [Also, n…

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