Why can't I set this variable? User Widget

Hey, I’ve been following a common inventory tutorial from youtube and seem to be stuck at this point. I can’t figure out how to set a variable in the user widget graph that I’ve created in the user widget designer. I’ve recorded a small clip to demonstrate my issue:

Widget Blueprint Variable Issue

Could anyone point me in a direction to figure out why this is happening or what I did wrong? Thanks.

Hello,

What are you trying to “set” with the button? You have to “get” the button first, and THEN set whatever attribute you want.

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It’s at this point in the video:

Youtube Tutorial

He goes to the Function event graph and the two variables set through the designer are visible and editable, but in my file, they aren’t.

I would have to go through the whole process to see what was done.

Just know that it doesn’t make a difference for you. You can still set whatever internal value you want.

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As above, it’s a ref to the actual widget, and you should not set it. If you set it, you would have lost access to that widget. You would have orphaned it. The vid is coming from a version of the Engine where this functionality was incorrectly exposed and was fixed since then Same for the :eye: icon, because it is, kind of, the same thing.


In the vid, you can clearly see they do Get it, watch it more closely:

Juts carry on.


Regarding the original vid you posted, avoid plopping down nodes like this:

Get the reference, drag a wire and then search.

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You did what I could not bring myself to do.

Thank you!

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I switched to the UE5 somewhat late - people talking about that eye was really confusing - whichever tutorial(s) it was, it did quite a bit of damage, heh. It’s innocent but perplexing, indeed. What’s more, one can obviously have a setter for a regular variable of the same type:

image


You should have seen me scratching my head when all the events from widgets not flagged as variables were gone… They started reverting the old functionality and now it’s truly inconsistent:

  • buttons:

  • image:

:person_shrugging:

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SAME!

I actually attempted to do that, and after 30 seconds, I was like, “NOPE”, this person will be fine.

Well, I did as you suggested and the issue I’ve been having is that it doesn’t seem to call the image properly. Maybe you can point out why?


This is the item image I mean to call

Screenshot 2023-11-24 171857
This is what I get

Screenshot 2023-11-24 172317


These are my BPs

Thank you so much for your replies so far :slight_smile: I really appreciate any help.

(sorry edited for wrong photo upload)

It’s impossible for me to tell… unless I go through the entire video.

Try this, replace the image with some other image. See what happens.

Welp,

Screenshot 2023-11-24 173605

I guess there’s something wrong with icon textures my script generates. Now how to figure that out…is another problem. Thanks for troubleshooting this with me folks.

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Sorry, I’m confused, “FME :(” was rendered correctly or incorrectly? How was it supposed to look?

EDIT: Or are you commiserating? (Not that I blame you.)

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Oh, I was just being cheeky. I just made a quick png the same dimensions and wrote “F Me :(” on it in case it actually worked to do something so simple when I spent hours trying to figure this out.

Oh, I know you were being cheeky, I meant, did the texture/image show as an outline or did it render correctly?

It showed up at least as well as it’s meant to in the tutorial so far heh. It showing up in full at all is an improvement over where it was before.

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Got it. Then, yes, it’s an issue with the texture/image.

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There were actually a couple of issues at play. The image not displaying properly was the real issue, but the only fault I could find in the tutorial was the original issue I posted about so that’s (incorrectly) what I asked about. But with the collective suggestions I got here I realized the images I was generating relied on a material instead of a texture as the tutorial suggested. Ultimately all I really had to do was change a node to set the brush based on material instead of texture and change the referenced variable from a 2d texture to a material instance object.

Thanks all again for the help :slight_smile:

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!

Well done.

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