When I Destroy the actor it gives me a pending kill error on the HUD widget...

Ok, can you show where you create the HUD? Maybe you created more than 1 HUd by accident.

And can you check if the ControllerRef gets set? Place a PrintString after CreateRef

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This is what appeared to me when I did the print string doing the process of sprinting to the damage dealer, respawning and the same thing again…

ogBlueprintUserMessages: [CharacterBP_C_0] Hello
LogBlueprintUserMessages: [CharacterBP_C_0] Hello
LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.
LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.
LogUIActionRouter: Cleaned out [0] inactive UI action bindings
LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.
LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.
LogBlueprintUserMessages: [CharacterBP_C_1] Hello
LogBlueprintUserMessages: [CharacterBP_C_1] Hello
LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogWorld: BeginTearingDown for /Game/Levels/Main_Game/Maps/UEDPIE_0_StoryMap
LogWorld: UWorld::CleanupWorld for StoryMap, bSessionEnded=true, bCleanupResources=true
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogPlayLevel: Display: Shutting down PIE online subsystems
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated
LogAudio: Display: Audio Device unregistered from world ‘None’.
LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called
LogAudioMixer: FMixerPlatformXAudio2::StopAudioStream() called
LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
LogUObjectHash: Compacting FUObjectHashTables data took 6.00ms
LogPlayLevel: Display: Destroying online subsystem :Context_10
LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.
LogAudioMixer: Display: Audio Buffer Underrun (starvation) detected.

and this is were my hud is

Ok, place two PrintStrings with Set and NotSet as I showed above because, well, I don’t know where “Hello” comes from. And show me where you create the HUD, is it inside the PlayerController?


And when you play you can select a DebugFilter inside your character at the top. When you do this and place your mouse above one of the floats, can you see that they change?

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The HUD is being created on the player controller which I called MyPC

And yes I did what you told me with the debugfilter and they change but… after the actor respawns I go and see that again and they are not changing anymore…

This is before respawning

and this after respawning

After respawning you have to select the DebugFilter again because the name of your spawned character changes (e.g. from 2 to 3):

image

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Ok I did that and yes the values change as they should but I can´t seem to understand why its working but still doesn´t show on the widget after respawn…

Then check if the controller ref gets set. Use different PrintStrings for Cast and Failed. Check if the ControllerRef gets set. If it gets set check if the funtions in the hud work with PrintStrings.
And: Remove the Bindings from your ProgressBars in the Hud. There are still functions with GetHealth

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I did that and it seems it works as it should… the progressbars didnt had any bindings… the only bindings they had I deleted them to be able to replicate what u did in your example

The file is too big so I can´t put it here unfortunatly…

So

  • The Reference gets set
  • The values change
  • The functions work

but the HUD does not get updated? Do you create the HUD by accident more than once? Is the CreateWidget still in the level blueprint?

When you play and respawn you can check this when you go into the HUD blueprint while playing and select a DebugFilter at the top. Are there multiple HUD to select from?

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Yes after I respawn it appers 5 HUDs on the debugfilter… I´m seeing it on the widget blueprint of course… on the level blueprint doesn´t say anything tho…

This seemed to be so simple cause I thought would be a basic system to have in a game but it seems that every step I take I get a new problem…

When you right-click your HUD widget in the content browser you can select the ReferenceViewer to see where your HUD is referenced.

And when you go to Window => FindInBlueprints => FindInBlueprints1 you can search for HUD to see all references / events.

So now you have to serch where the HUD gets created more then once.

You can also search for “CreateWidget”

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this is where my hud is

An I saw where the HUD is referenced and is the same as what your picture shows

The HUD should only be inside your controller. You have it also 2 times in your character. When you double click the CreateWidget
image

you can see where this event is.

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FINALLY!!! That was it I had the hud two times and deleting the one that I had before resolved the problem, Im not sure why this would give this malfunction but im so glad it worked finally
Thank you so much I think at least for tbhis system im more calm in mind…

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