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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.

Code:

 void ABuilding::SetupBuildingWidget()
 {
     UWidgetComponent* Widget = NewObject<UWidgetComponent>(this, UWidgetComponent::StaticClass(), TEXT("Building Widget"));
 
     if (!Widget)
     {
         return;
     }
 
     FStringClassReference BuildConfirmReference(TEXT("/Game/UI/BuildBuildingHUD.BuildBuildingHUD_C"));
 
     if (UClass* ConfirmClass = BuildConfirmReference.TryLoadClass<UUserWidget>())
     {
 
         UUserWidget* ConfirmBuildWidget = CreateWidget<UUserWidget>(GetWorld(), ConfirmClass);
 
         Widget->RegisterComponent();
         Widget->SetWidgetSpace(EWidgetSpace::Screen);
         Widget->SetWidgetClass(ConfirmBuildWidget->GetClass());
         Widget->bHiddenInGame = false;
         Widget->SetTwoSided(true);
         Widget->bVisible = true;
         Widget->AttachToComponent(RootComponent, FAttachmentTransformRules::SnapToTargetIncludingScale);
 
     }
     else
     {
         Widget->DestroyComponent();
     }
 }

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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WolfAlvein
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