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Instanced Widget Component not shown in the Viewport.

Hi everyone.

I have been using code to create a Widget Component to show a Confirm or cancel option in the HUD, and I have set it to the correct Class and the Widget Space to "Screen" value, but I can't seem to be able to display the HUD in the World even though when I check the Actor the Component it's attached correctly and it's using the corresponding Class, and after the component is added if I modify in the Editor anything related to the widget component, it starts to paint it correctly in the viewport, I will post the code down bellow and I hope that someone here can help me out with this issue.


 void ABuilding::SetupBuildingWidget()
     UWidgetComponent* Widget = NewObject<UWidgetComponent>(this, UWidgetComponent::StaticClass(), TEXT("Building Widget"));
     if (!Widget)
     FStringClassReference BuildConfirmReference(TEXT("/Game/UI/BuildBuildingHUD.BuildBuildingHUD_C"));
     if (UClass* ConfirmClass = BuildConfirmReference.TryLoadClass<UUserWidget>())
         UUserWidget* ConfirmBuildWidget = CreateWidget<UUserWidget>(GetWorld(), ConfirmClass);
         Widget->bHiddenInGame = false;
         Widget->bVisible = true;
         Widget->AttachToComponent(RootComponent, FAttachmentTransformRules::SnapToTargetIncludingScale);

and here is a Screenshot of the Widget has it should appear alt text

And here is what is happening: alt text

Any help with this would be greatly appreciated and another thing is that If I edit any value from the widget from within the PIE, it automatically renders the Widget correctly in the screen. Thank you.

Product Version: UE 4.14
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asked Nov 20 '16 at 11:08 AM in C++ Programming

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