For some reason all the bindings I created in my widget can not be selected in the binding drop-down. The binding graphs still exist but they are missing in the drop-down for no apparent reason.
I was attempting to implement a feature into my game. The intent is to toggle my pawn’s UI visibility based on actor tags. I was trying to use a branch to toggle the UI when comparing actor tags; if the two actors are within a radius and were on the same team tag the widget would become visible.
After changing the Tags default values around a few times I noticed that one of the widget Text variables ceased updating the text change. I opened the editor for the widget and it displayed a compile error which makes zero sense because I didn’t touch the widget. I tried rebinding the Text variable and all the binding options are missing. I tried creating new bindings but even the new bindings don’t appear in the drop-down. Furthermore the compiler demands there be a return node regardless if the binding is pure or not.
I believe that this is intended behavior of the engine. You cannot add an input for a function that serves as a binding, as it gives you a compile warning for it stating
“Error Binding: Property ’ TextDelegate ’ on Widget ’ TextBlock_108 ': Member:GetText_0 Has the wrong number of arguments, it needs to return 1 value and take no parameters”
The warning indicates that a function bound to a variable can take in no inputs.
You could bind the Text to a Text Variable and changing the value of the variable to the amount you need by casting to the widget blueprint.
I followed this linked youtube tutorial through most of part 4; I stopped continuing the tutorial work when it started implementing stuff I did not want. The blueprint worked in setting the text changes as I intended it to. I only noticed that the blueprint no longer worked after updating to 4.15.3 and I just happened to walk by the object when testing my game.
[Let's Make: An Interaction System: Part 4 - YouTube][1]
As you suggested I have bound the text to a text variable rather than a function of set text (text).
Get User Widget Object > Cast to Interactable_Widget > Set Variable (type text). So that works…I am just totally perplexed as to when the blueprint ceased working; I know I didn’t touch it since the tutorial.
I have not yet been able to try reinstalling UE4 due to internet data cap. Almost at my 400gb cap for the month