Problem with editing a struct that is passed around a lot
i have a complex UMG system,
https://www.youtube.com/watch?v=eovdcYIugoE seen here,
Im having an issue with modifying the core struct that has all the item data in it. It will work fine until i close unreal then open it again. I assume this is because of circular dependencys. I have not used cast to, but have passed a reference to each widget i have created of its parent. In this way i can work up the chain and get needed information.
Im not sure in what way i am supposed to do this without a widget being able to access data. I have rebuilt the system from scratch to make sure everything is clean. but i don't know good coding practices to deal with this. Its annoying because the system works, but strange things happen reopening unreal (like the struct deletes itself, i assume this is like when a UMG element changes its name to REINST_name and crashes unreal when you click it. The references are replaced but when you open unreal it uses the old references)
Here is a video to be more clear. Any help would be really appreciated! If anyone is unclear please ask any questions.
problem caused by circular depdencys, Wallhalla help me understand them with good examples.
One major change that really effect things was not using anything but native unreal classes in the structs/functions/interfaces and only casting them when i needed them. Because i was trying to make things user friendly i wanted the class drop downs not to be every single actor but just the items you have made, but because the struct is used everywhere it creates bad circular dependency.
answered Jan 15 '15 at 03:49 PM
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