Widgets can't clear timer by function name in UObject.
It appears as if widgets can't clear timers in UObjects. If I have a keyboard input that clears the timer, it clears. If I have a widget button that calls a function that clears the timer, it's not clearing. If I try to clear the timer directly from the widget, it's not clearing.
Expectation: pressing either "2" or the widget button should clear the timer.
Result: pressing "2" clears the timer, but not pressing the widget button.
Doing the same thing, but with a function inside the character does clear the timer by pressing the widget button. Any suggested work around? The looping timer must be inside an Uobject.
asked Dec 12 '16 at 12:25 PM in Bug Reports
I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have also provided a link to the public tracker. Please feel free to use the link provided for future updates. I was able to find a workaround that may be viable depending on your needs.
I used tick in combination with a gate that I could open when calling a custom event. This means that the event calling the clear timer node will be from the blueprint that it is in, allowing you indirect communication. In the workaround provided below, I have set it up so that it will only call the Clear Timer By Function Name once and then reset itself so that it can be called again if needed. I hope that this information helps.
Make it a great day
answered Dec 12 '16 at 03:18 PM
Rudy Q ♦♦ STAFF
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