Getting 2 different UMG blueprints to talk to each other

Hello!
I’ve been trying to figure out how to get two different Widgets to talk to each other. Lets call one General UI and the other Total. When i press buttons in the General UI i want the number on Total to change accordingly, as an example add or subtract from it, but for the life of me i can’t get those 2 to talk to each other. I have tried with BP Interfaces, even event dispatchers and creating just custom events. So if anyone could give me a hint or point me in the right direction that would be much appreciated!

Cheers, Shadur

With a reference to the other one, functions and variables can be accessed. So, store a reference to one after it is made. If it’s just a Widget Reference you’ll need to cast it.

However, I think a much better solution is not to require UMG Wdigets to access each other. Instead save your variables in a GameMode, GameState, GameInstance, or PlayerController even, create a binding to the Widget element that gets the needed value from that.

Hey!

That helped a lot, sorry i didn’t respond sooner. I was able to store the variables successfully through a GameInstance that i created my self. Now i can’t figure out for the life of me how to get it to keep the changed value. Every time i recall the Widget it resets the text box to it’s default value. What i mean is, even if after pressing the buttons and changing it to let’s say from Text Box to 50, when i close the widget and recall it, it will still be Text Box. What am i missing? :smiley:

Sorry if it’s a simple answer, I’m still a complete beginner with it, loving it though! :smiley:

Cheers, Shadur!

EDIT: Nevermind, was able to figure it out finally! I just created a new function in my UI Event Graph. which I ran with the Event Construct and that would set the value stored in the variable which was in my GameInstance. Thanks a lot for the help and info, it helped a bunch!