Widget Binding to text branch state freez on highest one

Hi
In my widget i have bindings to two text both change tet in textbox but only one work:

It change text value every time stealth is toggled

Second one

Freezes on highest branch activated.
Variables in character changes ive checked it, if doors or item are in range there changed to true if not false that work corecttly.

But in widget i go near iten, than go far item is not in rane branch still is true, text is stuck and still printing

if first go to door it freeze that way on door until go to item to pickup and then look at line above. Even if i go to door again far from item it stuck on E to pickup

Please help

Hey @Wirszak

did you check if the branch is true or did you just see that the text stays the same and does not change?

E.g. what happens if you add an empty ReturnNode to the last FALSE output on the last branch?

And don’t use a Binding in your widgets too much, this function gets called every frame.

Im checking by print text, it start printing right away when branch is set and prit till i stop simulation no mater if variable to set branch is true or not

i add empty return, nothing changes

so i try this, not to use binding

and result is the same, hp bar is updating, stealth text is updatin, and this text box stay on the highest branch.

Edit: Additionaly i add print text right after variables from char and they only getting set no reset, but in character blueprint itself they are working properly

EventTick gets executed every tick. You should update the text when you change your variables.
How and where do you change your variables? ItemInFront and DoorInFront? Are their DefaultValues set to false? Does your CastTo node after EventConstruct work? Add a PrintString to CastFailed.

Cast to works, like i wrote at beginning, stealth text box work

I have one widget with 2 text boxes first work correctly in second things not updating. Both use same CastTo, PrintString on CastFailed give nothing. Variables are changed in main character blueprint same as stealth ones the blueprint i cast to on screens.

Basicly
From main character, i have 3 variables:
Stealt status bool - work corectly whole time
Door in front - stuck and no update in vidget after first change
Item in front - stuck and no update in vidget after first change

All 3 of them changes in main character blueprint checked by PrintText the same time that widget get checked and stuck

Which UE version?

Im using UE 5.0.3

Here is an example project:

TopDownExample.zip (3.1 MB)