My Event dispatcher don't work

Hello the community !
I think that I was do something wrong about my event dispatcher…

I have created a widget who contains a text named “Turret” who is displayed on the screen. I have used the “on drag detected” event who is connected to a event dispatcher that I have called, named “GhosttowerDisplayed”.

Then I go to my actor blueprint and want to use this event dispatcher so i use “BindEventTo” and connects the event pin with a custom event called “IfDrag”.

Logically when I drag my text on the screen, the custom event 'IfDrag" should be activated… But no. Why ?
If you have any explanations, tell me please ! :slight_smile:

(The string don’t display anything after the IfDrag event)

Hello Sir!

Three possible problem i saw, but last one is the “clue”… but lets check two other first.
Make sure you override “Mouse Button Pressed” function and there you need call this:

https://forums.unrealengine.com/filedata/fetch?id=1144934&d=1425139877

Make sure you save widget reference what you created in beginplay as variable :slight_smile:
Create a new variable, and set that after you created the widget…

Aaand the clue is!!!

If you watch this properly you try to bind the event inside the event what is called by dispatcher :smiley:
This is weird… because event dispatcher cant call an event which is not binded when call happens…

You need bind the event after you created the widget with beginplay Sir! :slight_smile:
(and i think actually this is the problem)

I have forgot to mention that the drag work so yes this is the clue who allow my blueprint scripting to work ! Thanks you, Just for a connection… :smiley: