Clear Children BP Node Makes my Editor Crash

So when i use “Clear Children Node” in my Widget BP it makes the Editor crash on Exit from Play in Editor.
This is a default User Widget and its not extended in code every refrence is checked and before the call chain for the delegate in the controller is executed it makes sure the Controller and its Pawn is valid.

I also check to see if the border is valid and if it has any children and if so it clears the child from the border and adds a new one. if this is removed no crash happens and all seem good except that if a child needs to be replaced/ updated/ changed no new child is addded if the border allready have one.

Now if BP works good with out the clear children node and all checks to make sure its all valid are done.
I can only assume it is a bug.

Crash Report:

[link text][1]

System (DxDiag):

[link text][2]

[ is a image of the Widget BP sorry for the low quality.][3]

Be great if this just was confirmed or disconfirmed from you guys becuse this makes no sense to me.

Thanks

This seems to be a good workaround for the crash.
Using Clear Children Node on the border will crash the editor for some reson.

Hi ,

I haven’t been able to reproduce this in-house but it could have something to do with how your project is setup. I know you found a workaround but if you would like to continue investigating this crash, could you create a test project that crashes and post a download link ?

Sure i will try to reproduce it in a “blank” project.

I will have it up as soon as i can.

EDIT: After trying to reproduce this issue from scrath i can only conclude that “Clear Children Node” is not ruling factor that couses this crash.
It seems to be related to the Refrence for the Widget in the Blueprint and/or code.

Am in the process of documenting this as best i can in order to figuer out the issue. Crashes are defenetly related to UMG and widgets.

And i will be re-creating all my widgets to figuer out when it breaks.
I will be back with more infromation as soon as i have any.

Thanks.

So re-creating the issue in a blank project solved some issues for me. :slight_smile:
But there is one left thats killing me.

When ever trying to remove a Child Widget in a border i can not remove it.
Or i can if i remove child at index 0, or use “Clear Children Node” but that makes my game / editor crash on exit from e.g: Play in Editor.

I tryd to do it manualy, i been trying to find a workaround for days but no luck.
is a “blank” project with the crash.
I test with multiplayer, dedicated server, As client, Sigle Process = False.
Se config for full but thats about it.

Thanks for any help i can get on this am totaly lost at this point.

Note: Same issue seem to be present on the String Combo Box and its CLear Options.

Link Project Download: https://drive.google.com/file/d/0B7MMiQc2raPVMVFERVRqNk1jd0k/view?usp=sharing
*Filename: UMGCrash.rar

Size: 28.0 KB (28,672 bytes)

Created: December ‎30, ‎2014*

Other Info: Crash Report, Logs, Dump, DxDiag (see download link under)

*Filename: CrashReportAndOtherInfoUMGCrash.rar

Size: 60.0 KB (61,440 bytes)

Created: ‎December ‎30, ‎2014*

Edit: In the project i provided i found a solution and that was to removing all item widgets (Child) in every item slot Widget before game ends.
I did this using End Play Event in the HUD class.

Doing this exact same thing in my project crashes my game on startup now.
For some reson now it has it in for the refrence for the MainWidget in my BP_MyHUD.

[2014.12.30-09.36.04:320][
0]LogLinker:Warning: CreateExport:
Failed to load Outer for resource
‘EdGraphPin_8911’: K2Node_CreateWidget
/Game/Blueprints/HUDandUIWidgets/Blueprints/BP_MyHUD.BP_MyHUD:EventGraph.K2Node_CreateWidget_89

[2014.12.30-09.36.04:329][
0]LogWindows:Error: Windows
GetLastError: The operation completed
successfully. (0)

To solve this i extended the user widget and then over-ride the RemoveFromParent method.
Added a new event to let me know when it was about to remove it from parent.
Cleaned up the child widgets and woala noo more crash it seems.
Atleast that way i did not need to use a refrence in my HUD blueprint.

	UFUNCTION(BlueprintImplementableEvent, Category = "Safe User Widgets")
		void OnAboutToRemoveFromParent();

void USafeUserWidget::RemoveFromParent()
{
	OnAboutToRemoveFromParent();

	Super::RemoveFromParent();
}