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Why is events in my Widget Blueprint not firing?

alt text Hello everyone!

I am having the following problem: I have created a Widget Blueprint in my project. It is basically a Crosshair that is supposed to move around the screen. However, it seems the "event tick" in it only fires once (I tested with the "Did it" print string), and the event "Cosshair Position" never fires, even though the interface is working on every other (non widget) blueprint that I have. I create this widget on my Level Blueprint, and I believe that's the one time the "Event tick" it fires. How do I keep it firing? The Widget remains visible on screen even tough its events don't fire.

Could anyone help me with this? Thanks in advance! :D

Product Version: UE 4.12
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asked Aug 23 '16 at 03:50 AM in Blueprint Scripting

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avatar image VictorBurgos Aug 23 '16 at 04:32 AM

How many times and where does Event Set Crosshair Position get called? And what's the purpose of that delay? Do you not want it to be as smooth as possible?

avatar image Matthew J Aug 23 '16 at 03:45 PM

Hello EdwardSElric,

When calling delay nodes, if the same delay node is called again before its delay is over, it becomes reset if I remember correctly. This means that, since this delay is being called on tick, it'll never finish the delay and never go through. I'm also curious about what Victor asked, as we would need to know where Set Crosshair Position is being called.

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Hello Victor and Matthew, thank you very much for your answers!!

I found out what was wrong as I was taking print screens to send to you guys :P I was saving a reference to the widget on the Level Blueprint as I created it, but I forgot co connect a node, so my reference was actually pointing at nothing.

And I added the Delay as an attempt at debugging, but I already removed it.

Sorry to take your time with such a trivial problem, and thanks again for helping!

Auf Wiedersehen!

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answered Aug 23 '16 at 05:20 PM

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