Animated Widget Overlaps with its Start Pose

Hi,

I have a basic widget text inside of a button. Basically when I press the button the text rotates 90 degrees.
The problem is when I click on it, the text rotates 90 degrees but its start position stays there. As if there’re two texts on top of each other.

Why can be this happening?

Also when I set a text value of the widget blueprint from another class, and print it, the output always has a ‘0’ in between of any passed value.

For instance if I have a game counter, that increases every second; 1, 2, 3, 4, 5, 6, 7 …

The variable in widget BP would print,1, 0, 2, 0, 3, 0, 4, 0, 5, 0, 6, 0, 7, 0 …

So when I start the game I see an increasing number with a ‘0’ underneath it.

Do you think the animated button problem has something to with this?

I would really appreciate any help

sounds like you have a second text object in the same location as the first. either that or the way that your setting the values has a error in the script. can you post a picture of your blueprint that sets the values and a screenshot of your widget including the panels on the left.

Hey, thanks for your reply:)
I think I found the reason of that 0 issue, I was updating the variables from Level Blueprint with creating a reference of the class. I tried creating the variables in the GameMode and casting to the Game Mode in the Widget BP. And this worked for some reason.

However I still can’t solve the widget animation problem. I’m including three photos to clarify what I mean,
Before I click:

While the Animation is Playing:

End of Animation:

I was adding the widget to the viewport twice. That was my problem :slight_smile: