UMG Event Construct Execution Order
I have been trying to implement a simple HUD, which displays Character Blueprint information such as Health. I followed the Unreal tutorial on YouTube (https://www.youtube.com/watch?v=VjKY6z6uP0M), but I am getting issues with the "Get Player Character" function call: it always returns None. I have tried to take the same chunk of logic and set it in the Tick, and it does in fact work, hence the reason why I know this is an ordering issue. My setup is not exactly the same as in the YouTube videos as the clients that render the UMG blueprints are over a network, which leads me to believe it might be a network timing issue (i.e. the Pawn hasn't been loaded before actual Event Construct UMG logic begins).
The workaround I am currently using is simply to have it in the Tick logic and just check whether the variable has been set or not, but I guess it's inefficient, and bothers me not knowing what the issue actually is. So my question is: Does anyone know what the order of execution is for the Event, and the setup I have in general? Is there a way to prevent Event Construct to execute before the pawn is spawned?
PS: I tried Get Owning Pawn as well, and it returned None.
Have you looked at "Is Valid" Node?
answered Jun 04 '15 at 07:53 AM
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