UMG Widget Textures not updating/bug

Hello there, I have hit a wall and it just seems my unreal engine is acting very strangely. I have the Action RPG Inventory System from the market place and created a crafting system on the side. If I hard code each crafting slot I can make it work fine, but for re-usability and and future updates, I decided to make a data list of craftable items and to use methods from the inventory system to use the data list to update the crafting “inventory” window.

I have for the crafting window to populate with “craftSlots” and there is a binding to a crafting structure icon to update the texture from the data list item. This doesn’t work (although the blueprint is exactly the same as the inventory system) the items remain blank and the umg widget doesn’t register the variable change to update the texture (I have done debugging and the variable in the array is changing as it should it just isn’t updating).

Craft Array initialization

Populate the crafting window with craft slots

Shows populated crafting window

Shows the texture bind to Craft item info Icon

In the inventory manager, this function runs during initialization and the aim is to set items in the inventory from the data list (in this case there is only one item in the data list, so the first item in the inventory should change the rest blank). All items in the inventory are still blank like the above picture.

I change the binding to a function that makes a new slate object using a variable “Icon”
Still doesn’t work using the method above and changing the set variable to Icon and breaking the craft item info and plugging in icon.

I tested out setting every item in the array to the same Icon value.

As you can see it changes the textures to all icons as expected…

As that worked… I decided I would set the first array item only.

Error…

Any ideas what is going on? I don’t understand why the binding directly to the Craft Info Item Icon isn’t updating in the first place… then it is just strange that I can set all array icons, but it won’t let me set one array item?

Hello,

I have a couple of questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue in a clean project?

I haven’t tried a new project because there is a log of blueprints involved and recreating them all would take a long time. I literally used the Inventory RPG Inventory system and duplicated the code to use on my own crafting window. For some reason the UMG widget variable “Craft Item Info” isn’t communicating with Inventory Manager Component. Then being able to set all the images in the array, but not able to set just one seems very strange.

I’ll give it ago when I get home later

Hello,

I noticed that you mentioned giving the reproduction steps another go. We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,