UMG passing values between widgets crash

I have separately tested each of the widgets outside of the level they are called in successfully, but when I call them in the level blueprint together, they always crash the editor. I receive the following stack of errors:

MachineId:8D5B24C24E355DFD1D8E2B8F9C61B954
EpicAccountId:abae0218a9984424a31cf9e2f285ce20

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: MostRecentPropertyAddress [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.5\Engine\Source\Runtime\CoreUObject\Public\UObject\Stack.h] [Line: 424] 

KERNELBASE + 42141 bytes
UE4Editor_Core + 3174852 bytes
UE4Editor_Core + 1677512 bytes
UE4Editor_Core + 1566866 bytes
UE4Editor_Engine + 1155092 bytes
UE4Editor_CoreUObject + 549780 bytes
UE4Editor_CoreUObject + 1318750 bytes
UE4Editor_CoreUObject + 1435554 bytes
UE4Editor_CoreUObject + 1440718 bytes
UE4Editor_CoreUObject + 1320058 bytes
UE4Editor_CoreUObject + 1577556 bytes
UE4Editor_CoreUObject + 1440718 bytes
UE4Editor_CoreUObject + 549780 bytes
UE4Editor_CoreUObject + 1438659 bytes
UE4Editor_Engine + 1818193 bytes
UE4Editor_Engine + 17252682 bytes
UE4Editor_Engine + 1912026 bytes
UE4Editor_Engine + 1912542 bytes
UE4Editor_Engine + 1652387 bytes
UE4Editor_Engine + 8779958 bytes
UE4Editor_Engine + 8829659 bytes
UE4Editor_Core + 746772 bytes
UE4Editor_Core + 747165 bytes
UE4Editor_Core + 870341 bytes
UE4Editor_Engine + 9060549 bytes
UE4Editor_Engine + 8971673 bytes
UE4Editor_Engine + 8982533 bytes
UE4Editor_Engine + 5590422 bytes
UE4Editor_Engine + 5619151 bytes
UE4Editor_UnrealEd + 1895346 bytes
UE4Editor_UnrealEd + 6486374 bytes
UE4Editor!FEngineLoop::Tick() + 3524 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:2129]
UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Essentially what I am doing is picking the sex of my character before passing it into the character designer. The sex is bool, 0 male and etc… the value returned from the GUI/UMG is passed into a variable in the level blueprint and then called again to determine which model should be visible (male or female).

I’ll post a video of the blueprint (since it is big) so you can scroll through it and see everything.

You can see an explaination of my blueprint and its structure here Blueprint Error - YouTube

I have split it up and I get no error when used individually… only in the combination of the two EVERY time in ANY combination.

As to why you get emails… no idea. No answers for either of us… sheesh. :smiley:

You might want to split it into smaller sections and add them one by one to see where it crashes…

Also why do i get a email bout this question unreal team?

I also got an email reply about this question. I have no idea why.

I think epic is trying to get us to engage with the rest of the developer community more. I’ve gotten a few of these emails myself.

Anyway is it absolutely necessary for you to call on the widgets via level blueprint? I noticed I was trying to do something similar to you by passing variables to the level blueprint from UMG, and solved all of my problems by moving everything to the default player controller for the level (if you didn’t designate one, best do so now).

I’ll be honest, I didn’t take a look at your video but I will once I get off from my job.

Well here in lit the problem with the player controller option. When I tried to assign a player controller to the widget or any other function calling for the user index, I receive an error every time I reference self. If i leave it blank, it works (compile) but doesn’t execute correctly (IE nothing happens because the player controller in question hasn’t been referenced) So of either method, the only thing I can think of is that there is something causing the blueprint to crash the editor between deleting a widget and then making a new one. I think I will just make a widget containing all of the gui interfaces and just hide elements. But this doesn’t solve THIS problem, if it is indeed a problem… which I would still like to find out regardless and save myself the trouble up the road if I encounter it again.

Well here in lit the problem with the player controller option. When I tried to assign a player controller to the widget or any other function calling for the user index, I receive an error every time I reference self. If i leave it blank, it works (compile) but doesn’t execute correctly (IE nothing happens because the player controller in question hasn’t been referenced) So of either method, the only thing I can think of is that there is something causing the blueprint to crash the editor between deleting a widget and then making a new one. I think I will just make a widget containing all of the gui interfaces and just hide elements. But this doesn’t solve THIS problem, if it is indeed a problem… which I would still like to find out regardless and save myself the trouble up the road if I encounter it again.

Not an answer - but some advise to reduce the impact of these kind of problems

  1. I backup my development area every day
  2. I have a ‘blank’ level on entry into the editor. I then load the level I want to work on. If it crashes, I can check the logs.
  3. On Crash I can then reopen the editor (back to the blank level) and attempt to fix the problem. A lot of problems stem from compilation errors that only occur on level load. (Hence the blank level) I can open the blueprint in the blank level and compile \ fix the problem.

Some typical problems.

  1. Cyclic references. If I have two blueprints that reference each other compilation fails at some point in the futu.re Be careful how you build your scripts.
  2. Moving stuff around. It may ‘seem’ to work, but often stuff has not recompiled until level load. You then sometimes need to reassign the objects that cause problems. (You load the blueprint mentioned in the log and look for the error amongst the constructor \ event graphs)
  3. Animation can be very dodgy when you have two blueprints open together. Save every step of the way.
  4. Save BEFORE compiling anything. At least you do not loose your work on crashes.

P.S. I am just an amateur UE4 developer.

Alright I have the answer, and I regret to say it is completely my fault. In the widget blueprints I was loading and unloading a level everytime the blueprint was executed. I simply stopped the level from being loaded and it worked just fine. Doah. :confused:

I’ve since just created a single GUI interface that uses animations to move and hide all the content I load and unload excluding the levels.And to no surprise, it also runs much smoother now.

you can see it as a supplier that keeps sending a heavy book, you can manage one, but if it keeps sending books you’ll be soon flooded by books and simply collapse because of it :slight_smile: (just be careful with what you load/are doing)