Hello everyone, thank you for your attention if you read my message.
I’m having a problem using blueprint widgets. where a widget still persist to exist even after being ‘remove’.
As illustrated below, I create a widget that displays text on the player’s screen.
I also bind an event to a blueprint that lets me know when the text has been completely displayed.
When the text has been completely displayed, it calls the associated event, and the widget is removed via the remove parent method, and I also call the garbage collect method.
But, it turns out that even after these two methods have been called, the event associated with the widget to pass the text dialogs (Event Key E) continues to be called even though the widget has theoretically been removed.
I’ve been racking my brain for hours without understanding what’s causing this, and I’ve got my own idea as to why the widget persists, perhaps via the bind event, but I’ve already tried to unbind all the events created or to destroy the widget later with a delay, and I’ve also checked that it wasn’t recreated later, but none of these solutions were conclusive.
So, if anyone has any ideas on how to solve this, I’d love to hear from you, thanks again.