Hi, I building the UMG system of an app, and I found a problem, maybe a bug. I give you a description to replicate it.
First I have create a user pawn, at the event “beginplay” I set the “input mode to UI and Game”, and “show the mouse” on. after from that I “create a widget” (UMG_Main) and place it on user screen.
I have build a widget: UMG_Main where I have some other user created widget that should become visible or collapsed. So I have created 2 new widgets to use there UMG_1 (visible) and UMG_2 (collapse) any case both of them do not overlap on the screen space. Finally I have create a 4th widget called UMG_button with a custom button to use in all the app. The button have a “event dispatcher” at “on clicked”.
After that I have place that button at UMG_1 and UMG_2 and at UMG_Main I have created an “bind event” from “on clicked” dispatcher at UMG_button to activate a “custom event” that should collapse UMG_1 and make visible UMG_2
Now when I test it, when I press the button that should colapse the UMG_1 and make visible UMG_2 it only makes visible UMG_2. UMG_1 remain visible. If I click a second time, in that moment it finally colapse.
I have tried using hide instead of colapse, or the widget switcher but the result is the same.
I have also check about the visibility. after ask to colapse, I add a “is visible” and in case of false print a string. so after I press the first time even it do not collapse it print the string as it is not visible.
I guess more than a bug it is more a problem in my logic, so thanks for any idea about how to do this.