Widget child not updated after compilation

Hello,

Honestly, I don’t know if this is a problem or something I don’t understand.

I have a widget blueprint with a basic event in it :

When I add it to another widget template as a child of a canvas panel, everything works fine.

But if I change the blueprint of my first widget and recompile it, nothing works. My jump event is not triggered.

Has anyone encountered this problem?

Thanks,

Thibault

Hey @Exypte! Welcome to the forums!

You may want to take a look at your shared picture, though! That doesn’t look like a Widget Blueprint. :stuck_out_tongue: Make sure you have the right picture and then get back to us, okay? :slight_smile:

Hey! Thanks! I’m happy to start my journey on unreal engine. It’s so good.

It’s the right image. I’m working on a progress bar. I want to change the percentage when I press the space bar. So I put the IA_Jump event in my widget’s blueprint to set the percentage.

Oh, okay, gotcha!

I suppose I’ve just never really seen Enhanced Input Actions used in this way.

Can you elaborate and expound on “…I change the blueprint of my first widget and recompile it”?

Do you mean the widget you parent this one to? Or another widget that you made previously?

Also it would matter if the Canvas Panel you’re attaching to is owned by the player vs if you’re just spawning this separately and not attaching it to anything. Because attaching to a player could pass through the Input Mapping Context you’d need to actually use the Enhanced Input Action.

I know that’s a lot of words and I’m sorry if it doesn’t read well, that’s just the names of these things. :slight_smile:

I’ll try to be more precise.

I have a first Blueprint A Widget that integrates a progress bar and an IA_jump input action that should define the percentage of the progress bar when triggered.

I have a second Blueprint Widget B which integrates a canvas and my Blueprint Widget A.

When I add my Blueprint Widget A to B and run the game, everything works. The IA_jump is triggered.

Now I’d like to change the color of the progress bar in my Blueprint Widget A. I change it and recompile the Blueprint A Widget. I launch the game and the IA_jump no longer works.

I hope this is clearer.

About the Canvas Panel, is attaching through my Widget Blueprint B in a player controller.

Anyway, thanks for taking the time to reply.

If I remember correctly, widgets don’t auto-compile when you run the game? I’ve run into this before and typically yes, I would have to recompile (and save) widget B post changing and compiling (and saving) widget A because changing widget A would make widget B “dirty”. You can just do a quick “Save All” and that SHOULD take care of it? But I don’t think there’s a way to have it be automatic… But that’s just MY experience and 8+ years in I still find surprises.