Could anyone tell me why this is happening? I have the text corresponding to ammo and health bound to functions that get these values from the character. They change at the correct times, but the new value and the initial value are always drawn on top of each other instead of just the current value. I’ve included an image of what I mean. Is this a problem with UMG, my character blueprint, or some mishap between dedicated server and it clients?
I understand this is an old topic, but hope this helps someone because I ran into the same problem.
Make sure you aren’t creating a second text widget on top of itself. A good way to check this is to print a debug string in the “Construct” Event in your HUD BP/C++ class. If you see more than 1 message printing, then your text widget is being painted on the screen more than once.
In my case, I accidentally added the same HUD in the gameMode and HUD classes.
Did anyone ever crack this? I’m having this issue right now and I don’t have duplicate widget instances running. Even so, the old text appears under the new text…