[BUG] Corrupt State Of Blueprint Widgets - Repairable?

Dear friends at Epic,

We just found a way to generate a corrupt state of the Blueprints inside the UE-Editor.

The corrupt state is a circular dependency between two blueprint widgets that leads to a stack overflow during import resolution. It can be recreated by the following steps:

  1. Create blank empty project
  2. Add two Blueprint Widgets “CustomButton” and “HUD”
  3. Place a “CustomButton” inside “HUD”
  4. Reparent “CustomButton” and use “HUD” as new parent
  5. Ensure everything is saved
  6. Restart Editor
  7. Try to open one of the Blueprints → Crash

Also see the attachment


Is there a way to repair a blueprint widget with wrong parent like described in this post: Rename a Class and reparent a Blueprint - Blueprint - Unreal Engine Forums

We tried:

+ActiveClassRedirects=(OldClassName="WidgetBlueprintGeneratedClass'/Game/HUD/HUD.HUD_C'",NewClassName="MyUserWidget")

but that does not do the trick!

Greetings
DarthB

Hello DarthB,

I did some digging and I found that this is a known issue. There has been a feature request (UE-2549) to be able to change the parent of a blueprint without having to open it. However, I have a way to recover part of your widgets. You can navigate to the content folder of your project and delete the widget that was given a new parent. This allowed me to recover one of the two widgets that were used. I understand that this is not an ideal workaround. Thank you for your information and time.

Make it a great day