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Press key too many times and widget ignores remove from parent

So, I enter a trigger that checks if I have a key, if not and I press "E" once it plays a locked sound and displays a UMG message of "need key..." then fades away(removes from parent after delay). If I press "E" only once it works fine, or if I press once and leave trigger, works fine...If I press the key multiple times the UMG stays on/activated even when leaving the trigger(trigger also has end overlap - remove from parent). How can I have it play correctly even with multiple key presses, EEEEEE, without staying on, and for the record I do not want to use a flip flop due to pressing enough uneven times that when I return it might have flopped to the remove from parent node and making me key press twice before I see the message? Thanks in advance!

Product Version: UE 4.9
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asked Nov 24 '15 at 09:57 PM in Blueprint Scripting

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It sounds like each time you press E the variable used to store the widget that gets created is being overwritten before the previous widget is removed from the viewport. If that's the case then check whether a widget already exists and remove it from viewport before creating a new widget.

Here's an example alt text

alt text

alt text

eventgraph.jpg (186.4 kB)
showwidget.jpg (215.7 kB)
destroywidget.jpg (188.8 kB)
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answered Nov 24 '15 at 11:06 PM

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avatar image thezionmatrix Nov 26 '15 at 07:35 PM

Tried to get this to work, can you provide a generic example?

avatar image Alderbit Nov 27 '15 at 12:28 AM

No problem. Added the example to my answer.

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