Widget component affects all BPs

I currently have an actor, and it has a Widget Component.

I placed this actor 3 times into the level I’ve created. So there are 3 same actors.

When I control the value inside the Widget Component from actor #1, other actors get affeced by it.

I want to know if I can use and control the values indivisually

You’d be better off showing us how you’re doing it atm - I sense Get All Actors of Class type of node being (ab)used. Depending on what control means here, I’d probably dispatch the data from widget → actor since there’s a widget component in the way.

When I control the value inside the Widget Component

Also it is important to discriminate here - is the value inside the actual Widget Component, or inside a widget the Widget Component created? Because both are possible and would require slightly different steps to get the comms working right.

Thank you for sharing your information. It already helped me a bit

I am controling the scalar parameter value of an actor with the value from widget that I applied to the Widget Component.

Acutally it would be:
value from widget inside a widget → called to the Blueprint A I’ve created (and copied 3 times to the level), → to control the scalar parameter value on material from another Blueprint B.

and I’ve called Blueprint B to A by Get actor of class

I would love to just show you the blueprints, but then there would be too many photos.

That’s the culprit - read the tooltip of the node to find out what it really does. It cannot be used to communicate reliably if there’s more than one actor of class.

value from widget inside a widget → called to the Blueprint A

This is a bit of a vague description so I’ll need to assume some things:

  • in the widget:

Pressing a button sets an integer value and calls a new event dispatcher:

  • in the actor owning the widget component:

We find which 2d widget the component is holding onto, and bind the above-mentioned dispatcher to a custom event in the actor:


Alternatively, if it’s the actor who wants to pull a value from the widget instead:

Both will work, but work slightly differently.


to control the scalar parameter value on material from another Blueprint B.

Now, this is new. We’ve now sent a value from a widget component to the actor A.

  • what is actor B?
  • what is its role and purpose?
  • where is it?
  • is there even any need for sending the widget value to actor A in the first place, only to propagate it further to another B actor?!

Perhaps there’s no need to be cryptic about it. Maybe you could tell us what you’re making? It generally makes it an order of magnitude easier to suggest a tangible solution that fits your needs.

What is happening? We move a slider in an actor’s widget and send its value to another actor’s material to simulate light direction? How close am I?! :exploding_head:

This would be a very close situation. I will try my best to show you whats happening.


Here we have 3 control panels, and a holographic map.

Goal is to control the panel, and adjust values to make the map environment cleaner.


The BP_ControlPanel holds a Widget Component, and the widget inside looks like this.
This is the Base widget I have made to contain 2 different widgets.

Left one has a slider. (which by the way works fine in all 3 panels in the level)
Right one is supposed to be a knob like button.

This is a Hololens project so I have added a widget interaction component to the finger of a pawn.

When the finger touches the widget, red ring like image rotates towards the finger location at all times.

The omega looking image gets the rotation value of the red ring, and fills up the omega shape according to it.

In the BP_ControlPanel, I have made a Enum switch to control different parameters on the map.


For example, when the enum is set to ‘Factory’, the knob like Radial menu should control the opacity of the black smoke on the map.


Like so.

As you may have seen on the first picture, there are 3 panels and they are all same BPs.

Difference is that their enum is set differently. One is Car, other is Factory and so on.

Problem is, when I control the Factory Panel’s Radial menu, Car panel’s menu moves too. (but not always idk why).


and when the value reaches the end and finishes, I have set the widget to be collaped.

When I finish the Factory Panel, Car Panel’s value gets affected, and Trash Panel’s widget gets collapsed with it.

Idk if these are enough informations.

let me know if you need more info

Thanks again

Implement the dispatcher to sort it out, you can’t use Get Actor of Class to communicate this.

Thank you so much for your time. :slight_smile: much appreciated

hope you have a fantastic day.

thank you again