If you press M it opens the menu,
enables mouse control and then
finally binds the event dispatchers
from my_menu_bp. It works fine.
If I press the control tab it closes my_menu_bp and opens control_bp.
BUT if I’m inside control and I want to come back to my_menu all the
buttons stop working. my_menu_bp
opens and is added to viewport but nothing else happens.
This is the screenshot for my control_bp, as you can see is very simple. Onclicked button, it removes the control_bp and shows up my_menu_bp. And this is the exact moment when buttons stop working. After I press this button.
Every widget. So if for example I Add to viewport widget1, widget2, widget3… I’m using that node for removing every single of them just with the M button.
But I dont want to remove them, I want to enable my event dispatchers when I press the button Select Materials from inside the Controls widget. They only work when I first press M, then they stop working.
So you when you go from Control widget, back to Menu reference, it is not referencing it properly as said on the forum post. Set your references up properly.
This is my event begin play, all my widget referenced
Thank you again,
I tried making everything inside my player bp but I couldnt do it specially for not being able to get static meshes for persistant level.
So just for clarify, the correct way would be Casting to my_menu bp from my widget’s bp? I’ll try that way and see if it works.
For the moment everything is still the same.
In your world BP, cast yo your player, and pass details that way, instead of player casting to world bp.
To sum up, have every widget set as a reference at event begin and call those references.
Example about cast to widgets.
I had 1 widget that fired a staff member. I had a different widget for each staff type.
If i had looked at one widget and fired number 3, then went to next widget and fired number 2, it would fire number 3, because that is where the first reference was set.
If you cast to a widget and reference that widget, then delete and make a widget of the same name and pulled it back in, the reference will not reference the widget until I deleted the reference, and replaced all references.