Problem of change of text and image

Hello ! I’m looking for a way to not use the “binding” of several text blocks.

I want to modify some texts in a function of my UI. So I don’t want to create a lot of “Binding” functions that will be done in all frames …

Regarding my case: I created 10 display slots to show the last 10 items taken and their number,
I also created a “struct” memory with 10 values and 10 item classes(including references to pictures).

For the test I only using the 5 first values

I tried to use the painting mode on my text variable but it does not work either …

If you have a good solution, please send me pictures of screen please ^^’

PS : I search someone to help me with Unreal engine in exchange for your name in credits of my game or
maybe some pocket money :wink:
If interested to help me in my game : contact me to : naturehuntercontact@gmail.com

You’re either sending the data to a wrong widget or there’s no data to send. Also, how is the event triggered? Does it even fire? Any errors in the output log?

Have you tried testing what’s in those structs before you set text in the widgets?

(There are, however, many default number and image data in the structure of the 10 elements.) :

-The event is triggered when taking an object and the action goes well in all the white wire of the blueprint.

-Only the text error is detected and displayed in the console

(Have you tried to test the contents of these structures before defining text in widgets?) :

-Yes I tested the content of the structure for the image in “binding” and it works but I would like it to work without “binding” and it does not work …

-On the same for the text, in “binding” it works but I do not have the good nodes to do this apparently, that’s what I’m looking for.

Can you put a Print String just before Text PI1’s text being Set and see whether it prints what you expect?

Another thing to check is to see if the text boxes are being updated on Tick by something else - perhaps something is overriding them every frame. Maybe you forgot to unbind a function binding?

Could you confirm?

Can you put a print string just before the PI1 text is being set and see if it shows what you expect?

-Effectively I put a print string and it shows me correctly what I want is the method that is not yet good with the (set text) …

Another thing to check is if the text boxes are updated on Tick by something else - maybe something replaces them with each image. Maybe you forgot to unpair a function link?

-However I removed the “binds” but nothing displays the texts and images …

-However I removed the “binds” but nothing displays the texts and images

Just to clarify. You removed the binds because they were overriding text and images being set. What’s in the binding field now?

There is only the basic text “+10” that does not change…

I just made myself competent that even “bind”, the text and the image are initialized with the default value but it is not updated, while the value is updated elsewhere in the structure … I do not understand anything anymore ^^ ’

269897-probleme-text7.png

Could you show how this text changing event is triggered? As in, what causes it to fire?

Could you show how this text changing event is triggered? As in, what causes it to fire?

I tried to explain :

I want to take 4 apples and 1 pink stone:

Taking 4 apples:

Taking 1 pink stone:

The structure 10 items is succesfully updated but not the texts and picture and the binding test too…

Hm, thank you for the detailed explanation. It all seems to be in order, to be honest. Atm I am a bit baffled, not sure what could be causing this.

Could you show the hierarchy of the widget that you’re updating? Perhaps a Construct event of the widget creates too many children and they are stacked on top of one another.

… a wild guess.

Could you show the hierarchy of the widget you are updating? Perhaps a Construct widget event creates too many children and they are stacked on top of each other.

In fact the widget that contains the images, I never order him to update, yet I have other parts of the widget that are used by “bind” and they work very well … but even a " bind "test can not access the values of the structure …

In fact : The bar working : take a value in the Character Blueprint
The picture and text take value in struct placed in the Main Widget…

I don’t understand how to show the hierarchy
Maybe I do update the widget…

Hierarchy is in the Designer, where you place and lay out the widgets, for example:

269922-capture.png


Your script is fine as is. It’s something else. For example, if you accidentally create 2 identical widgets and place them on top of another and only update the one underneath, you will not see any changes.

This would explain why binding works but sending data directly does not.


Difficult to say what else can be causing this.

Ah OK

These are overlays that each contain an image and a text
(Well, it’s a bit confuse with the other elements but it’s because I created tests ^^ ')