So I have custom UUserWidgets that I instantiate from BP code. My C++ has singletons for those UUserWidgets that it assigns through BeginPlay and unassigns through BeginDestroy.
Now the problem is that when I call UGameplayStatistics::OpenLevel - the widgets are destroyed but BeginDestroy is never called. So even if I were to create the widgets for each level ( seems like a bad solution ) - the C++ code would throw an error for widgets that it already constructed.
So I have a few questions:
- Is it possible to make UUserWidgets persistent between levels?
- Is it possible to make BeginDestroy trigger, and if not is there another function I can use to detect the widget being deleted?