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Screen Space Widget Component issue

I'm having some trouble with my widget component. I've reduced everything down to a simple case that I still can't get working. I'm trying to setup a widget component to display its widget blueprint in screen space. I've created the component on my pawn, chosen the blueprint in the component properties, selected "Screen Space" from the 'Space' drop down. But nothing shows up when I launch the game. I've reduced the complexity of the blueprint so that it's just a Text widget with static text (or just an image), but that also doesn't display anywhere.

I've left all the other fields of the component as defaults and the component is a child of the pawn's scene root. When I swap to "World Space" I can see the widget blueprint just fine (though obviously not exactly the way I want it).

Is there some other step that I'm missing or limitation I should be aware of? All the tutorials I can find seem to just do the three steps I'm doing and it just seems to work.

Product Version: UE 4.19
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asked Jun 30 '18 at 10:12 PM in Rendering

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2 answers: sort voted first

Stumbled upon the answer myself. Noticed when writing other code my custom pawn was not calling Super::BeginPlay. Once I added that everything worked as expected.

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answered Jul 04 '18 at 08:44 PM

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What did you call in the BeginPlay?

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answered Feb 07 '19 at 01:44 AM

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avatar image MagForceSeven Feb 08 '19 at 09:06 PM

In the BeginPlay for my custom pawn I called Super::BeginPlay. So something like this:

 void ACustomPawn::BeginPlay( )
           Super::BeginPlay( );
           // Do whatever else you wanted to do during BeginPlay

where ACustomPawn is a new class derived from APawn.

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