Widget Switchers Not Seeing Children's Updated Variables

Hi Rudy, thanks for the info.

I’m a little bit confused on your answer. To be clear, I am running these widgets at runtime, but the bindings are not being updated when within a widget switcher (but the bindings update fine when standalone, outside of a widget switcher).

The video and description shown in the original post are shown in a blank project. In my primary project, I have a “Settings” widget that contains a widget switcher and 4 buttons to switch between children. The buttons are for video settings, audio settings, gameplay options, and controls.

Inside the widget switcher are child widgets for various settings (VideoOptions, AudioOptions, GameplayOptions, Controls - all of which are separate UMG widgets).

Inside the VideoOptions widget, I have all the necessary components (ability to change resolution, toggle vsync, change quality of shadows, textures, etc). I have the text for each created as a binding to be able to change the settings at runtime (for example, allowing players to change their shadow quality from high to medium).

Now if I run the VideoOptions widget by itself (meaning, not within the widget switcher or within the Settings widget), it runs fine. However, if I place VideoOptions inside the widget switcher (which is on the Settings widget), it’s like the binding doesn’t exist anymore (when it does exist).

I feel like the binding should still be able to be seen while it is inside the widget switcher.

tldr; Child widget’s text variable has a binding on it, works fine when running by itself (outside of a widget switcher). Adding the child widget (that contains the binding) to a widget switcher of another UMG widget breaks that binding and doesn’t “see” that binding. This is indeed being tested at runtime, not design-time.

I hope this makes sense. Please forgive me if I misunderstood something. :slight_smile:

Thanks again,

-Kyle