Okay, weird. After rearranging, it’s now working just with an error. I think it’s because of the Sequence on EventBeginPlay. It was on 0 before and after putting it on 2 it’s now working. I’ve also had this kind of problem on another BP. How does Sequence exactly work?
Maybe put a delay of 0.2 between the creation of the two widgets? Maybe there is something weird with back-to-back create widgets in the same event in the same game time instance??? Something weird to try would be create a custom event for each create widget and have the eventBeginPlay event call each of these custom events. Would this work without errors???
Still the same. I think it’s good anyways coz it works just with an error when opening the Widget. Will these errors affect the game when I packaged it and make it into a game?
Solid “not sure”. I have only ever compiled games for development of which I have watched the compiled game logs and still see errors within those logs.
A dumb as it sounds, you could do a validated get for your widget references before you attempt to set visibilities. Could create a comment around those validated gets to make reference to this mystery. Maybe over time you/we will figure this out…