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[4.6.1] UMG Widget inside widget bug

So, i have updated to 4.6.1 and one UMG bug has appeared.

I have UMG Widget, that has another widgets inside it, but after i updated my UE, this error began to appear at start.

 Error Failed import for ObjectProperty /Game/Blueprints/Inventory/Int_InventoryWidget.Int_InventoryWidget_C:Int_Details_C_106

There is Int_Details inside Int_Inventory and now it doesn't work whenever I load the project. To fix it, i have to delete Details panel from my widget and setup it again. But after another project load i get the same thing and has to setup it again :(

In gameplay it works fine. Oh.. And when I select this widget, i get weird name on Details panel: alt text

Any ideas? :( It happens with some widgets, other do works fine.. I will try to make Details widget from scratch and see if it helps.

Product Version: Not Selected
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asked Dec 17 '14 at 01:47 PM in Bug Reports

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avatar image AlFlakky Dec 17 '14 at 04:23 PM
avatar image Yurigadaisukida May 18 '17 at 11:19 PM

I am getting the exact same bug in my project. I was unable to reproduce, mostly because I dont know exactly what is causing the bug.

I have a UMG Widget called "game interface", one called "inventory" and one called "inventory button"

basically I used the same logic from the livestream the op was talking about.

Inside my "Game_Interface" widget, I have an "Inventory" widget. Every time I open my project, the inventory widget becomes invalid, I need to delete it, add a new one, resize and anchor and such, then redo all scripting that referenced the original inventory.

I must add in my project I am getting no compile errors, and everyhting is working perfectly as intended. I just have to remake the inventory every time i open my project.

avatar image Yurigadaisukida May 18 '17 at 11:19 PM

should note project is in version 1.15.2

avatar image Rudy Q ♦♦ STAFF May 19 '17 at 12:36 PM

Hello Yurigadaisukida,

It sounds like you are having a circular reference issue. You will need to use the reference viewer to narrow down what blueprints may be involved. If/when you figure out if you have circular reference and you narrow it down, you will need to rework the logic used in the blueprint(s) so that there is no longer a circular dependency. I hope that this information helps.

Make it a great day

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2 answers: sort voted first

Hello AlFlakky,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

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answered Dec 29 '14 at 04:37 PM

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Rudy Q ♦♦ STAFF
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avatar image Rhynedahll Aug 28 '15 at 10:44 PM

This exact same bug still exists in 4.8.3.

A widget added inside a widget works fine until you close and reopen the editor, then the widget is corrupted as described above.

In my case, following the Twitch Training stream on UMG drag and drop, part 1, the ActionBar widget placed in the HUD widget gets corrupted on reopen of the editor.

avatar image AlFlakky Aug 29 '15 at 11:13 AM

Hmm, that is very weird. I do not have anything like that now. Does your widget have reference to its parent (main widget, where it is located)?

avatar image Rhynedahll Aug 29 '15 at 08:46 PM

My widget is a direct copy of the widget created in the UE Twitch training stream, so my assumption is that it all the blueprint nodes and settings are correct.

And, in fact, the widget works fine and as specified until I close the editor and reload, then the widget is corrupted. If I place two widgets of the same kind inside a widget, only the first widget is corrupted.

avatar image Rudy Q ♦♦ STAFF Aug 31 '15 at 03:41 PM

Hello Rhynedahll,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in clean project?

  2. If so, could you provide a detailed set of steps to reproduce this issue on our end?

  3. Could you provide screen shots of any blueprints that may be involved with this issue?

avatar image Rhynedahll Aug 31 '15 at 08:14 PM

I will work on this this evening and report back.

I am also downloading 4.9 and will try my project in the new version to see if the problem persists.

avatar image Rhynedahll Aug 31 '15 at 08:16 PM

One fact I forgot to add was that my project was created originally with 4.7.6 and upgraded to 4.8

avatar image Rudy Q ♦♦ STAFF Aug 31 '15 at 08:50 PM

Hello Rhynedahll,

Thanks for the additional information. I will take that into account when looking over the reproduction steps.

avatar image Rhynedahll Sep 01 '15 at 10:19 PM
  1. No. A new project created in 4.8.3 reloads without the problem.

  2. N/A

  3. am doing testing to try to discover the exact point of failure and if I discover which step is fatal, I will post screenshots.

avatar image Rudy Q ♦♦ STAFF Sep 02 '15 at 05:28 PM

Hello Rhynedahll,

Would it be possible to get a zipped down simplified version of the project that you are having issues with?

avatar image Rhynedahll Sep 04 '15 at 12:29 AM

Sure, as long as you promise not to laugh. :)

I'm just a hobbyist.

By simplified, I presume that you mean stripped of art assets?

avatar image Rudy Q ♦♦ STAFF Sep 04 '15 at 12:41 PM

Hello Rhynedahll,

I will do my best to contain my mirth. As for what I meant about simplified, I simply meant that if you could remove parts of your project that do not deal with the issue it would make it easier to track down the cause.

avatar image Rhynedahll Sep 04 '15 at 05:51 PM

My project is a kitchen sink project. (12+ gig mostly art assets)

I started paring it down this morning and had almost finished when the "Rebuilding class hierarchy" bug on the Player Controller occurred. I did not delete the controller, the editor just lost track of it somehow (Shows "None") and now I cannot set it in Maps and Modes without crashing the editor.

I am convinced at this stage that the project does not save assets properly. Deleting in the editor does not always work and sometimes it only appears to work while leaving the folders in place. This would explain why the widget w/in a widget stops working after reload. Apparently some parameters are not being saved.

If I get it to work, I'll upload a copy. If not, I'll try again at some point during the weekend.

My current plan is to simply migrate the necessary assets to a new project in 4.9. and start over from scratch.

avatar image Rudy Q ♦♦ STAFF Sep 04 '15 at 05:58 PM

Hello Rhynedahll,

If you are able to upload a version of the project or if you are able to reproduce this issue in a clean project please feel free to update this thread

Make it a great day

avatar image Rhynedahll Sep 04 '15 at 09:27 PM

I found a work around for the hierarchy bug by reading other posts.

I could only get the project down to 2.48 gig zipped. The editor would delete a folder, show it gone, but the same folder would still be in the project when re-opened.

The project has other non-fatal errors.

I can't attach that file here (size) and will upload it to my site. (Very slow upload speed.) If you want to try to get it tomorrow, it should be here:


If that is not possible, then thank you for your time.

To recreate the problem:

Open folder BooCharacter Open folder InventoryWidgets Open HUD widget Delete ActionBar widget under Canvas Panel (Widget is broken) Add ActionBar widget from User Created Select ActionBar widget. Click Size to Content. Compile & Save Play. ActionBar widget works (Drop and Drag.) Stop Play. Save. Close Editor. Open Project. Play. Widget looses size and content (other widgets).

avatar image Rudy Q ♦♦ STAFF Sep 08 '15 at 05:58 PM

Hello Rhynedahll,

I downloaded your project and did some testing. I was unable to reproduce this error described with the steps provided. I am however, happy that you were able to find a workaround for your issue. Are there any small steps you may have missed in reproducing this issue on our end?

avatar image Rhynedahll Sep 12 '15 at 10:07 AM

Well, I must have the Wi Flag. If I migrate my map (and all the attached assets) to a new project, the error reoccurs.

My next strategy is to rebuilt entirely from scratch.

If this fails, I'm going to reinstall the engine.

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Oh.. Look like I found the reason of this problem.

It appears when i make a variable in Int_Details with type of my parent(Int_InventoryWidget) or UserWidget and Cast to my parent(Int_InventoryWidget).

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answered Dec 17 '14 at 04:50 PM

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avatar image Rudy Q ♦♦ STAFF Dec 17 '14 at 06:33 PM

Hello AlFlakky,

I see that you seemed to have found an answer to your issue. Do you still require any assistance with this problem?

avatar image AlFlakky Dec 17 '14 at 11:37 PM

Well, I do.. I need to get a variable from Int_InventoryWidget to Int_Details. But as I mentioned earlier, engine starts doing weird stuff(Check the video).. Im not sure, if this is a bug, but that's not ok. Sometimes it even crashes, when i try to select this widget(Int_Details).

avatar image Rudy Q ♦♦ STAFF Dec 18 '14 at 03:50 PM

Hello AlFlakky,

After watching the video, I see that you get some compile errors. Can you provide those so that I may have a look at them?

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