I recently ran into an issue involving a widget popping in when it wasn't supposed to, specifically when a level was loading. I couldn't figure out why this was happening, as it was only supposed to appear under certain conditions, so I did some research.
Turns out, in unreal, each time you unload a scene, or level, or map, or whatever you wanna call it, it actually goes through and destroys every single object in that scene to make memory space for the new stuff. So the widget which popped in when the player was destroyed, was loaded immediately upon the level loading
To fix this, I had to change how the level loader worked to make it so every event that was called, wasn't, to ensure the widget was never instantiated. It works now
Moral of the story is, make sure you know what you're binding events to. Could always come back down the line to bite you. Have a good day y'all.
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