x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Widgets are disappearing

Hi,

I have just upgraded my project to 4.9 from 4.8.3. The problem I have is that my widgets are disappearing for no reason. I have some enemies in the level, and for each one I create at the beginning of the game a widget for each one to now where they are. At first it works, widgets are created and follow the enemies. The problem begins when I move my camera and the enemies stay out of my field of view, their widgets disappear.

When I look again the enemies there are no widgets. This didn't happen in 4.8.3 version. Help!

Thanks

Edit: seems that they are not destroyed, just they don't call Every tick Event

Product Version: UE 4.9
Tags:
more ▼

asked Sep 04 '15 at 03:40 PM in Blueprint Scripting

avatar image

ezrubiera
41 5 6 9

avatar image Timothy Sep 04 '15 at 10:20 PM

Same problem over here. Widgets going out of frame stop rendering. Would love to know if thats some sort of bug or if we need to adapt a new workflow for moving widget around...

avatar image Zhi Kang Shao Sep 22 '15 at 01:50 PM

I had the same issue. Thanks for finding out that our troubles are caused by Event Tick not firing for off-screen widgets, ezrubiera!

To work around this, I'm setting a looping timer that executes my widget placement function at a low rate, like twice per second. Timers fortunately keep on ticking when the widget is off screen.

avatar image jaragoondoo Oct 16 '15 at 04:29 PM

Just upgraded to 4.9 and noticed this too. Did what NisshokuZK suggested (removed everything from Tick event and shoved it into a function that is called on a timer 60 times a second) and that seems to work fine.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hello ezrubiera,

This is a known functionality of the engine. I have gotten confirmation from the developers that this is working as intended. I have also provided a link to the original issue.

Link: https://answers.unrealengine.com/questions/319979/inventoryuiwithumg-project-issues.html#comment-320689-form

Make it a great day

more ▼

answered Oct 29 '15 at 04:56 PM

avatar image

Rudy Q ♦♦ STAFF
47.4k 545 132 525

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question