Error Internal compiler error inside CreateExecutionSchedule (site 2); please contact the framework team as we need a repro for this bug!

Hi, I encountered this bug today while working on Widget blueprints. I had initially created a scrollbox widget with a button and text. The button had an ‘On Clicked’ event in order to execute a console command. I was using this widget inside another widget to change the screen resolution from a drop-down menu. And it worked perfectly fine.

Later I duplicated my scrollbox widget to create a similar one for changing AA. The basic structure and logic had been same, so I just changed the names and made a few code changes related to execute console command. I’m using this similarly in my main options menu widget to change AA. Here’s the basic structure of my scrollbox widget:

So I went about changing everything and almost all the code has been changed before I removed my old ‘On Clicked’ button event and added a new ‘On Clicked’ event for the button in the new scrollbox. And everything was compiling smoothly until then. But when I connected this event to the rest of the code, and complied, it threw this error. Here’s a screenshot:

I’m guessing that it happened due to the duplication process I mentioned earlier. Anyways tomorrow, I will create a new scrollbox widget from scratch similar to this one as well as duplicated version of that and see if it works. I will post the results here accordingly.

Hello ,

I was looking over your post and I want to ask if you had had a chance to try and reproduce this issue in a clean project. If you have and you can, could you provide a detailed list of steps to reproduce this issue on our end? Could you also tell us what version of the engine it is that you are using?

Looks like a circular reference problem - it comes out in several ways, this can be one of them. That HUD widget you’re casting to, does it contain this widget, and know about it directly or indirectly at compile time?

If so - that can cause these sorts of problems. The better approach is to instead change the current AA method on some data model object. Then both the main HUD and this AA widget can independently read or write the information without knowing about each other - they just know about the model.

The HUD Blueprint isn’t directly aware of the AA widget. It contains a reference to the parent widget (Options screen) to which I’m adding this AA Widget. I then call a custom event in the parent widget to collapse these AA widgets from the parent. Here’s a screenshot of what is happening, (after I made a new AA Widget):

29720-b9lmiemccaesiq9.jpg

I click on the button adjacent to Anti-Aliasing Text; it opens a scrollbox right below it, the scrollbox is filled with the AA Widgets; Set New AA event sets the above mentioned button text to the selected AA value; collapses the scrollbox in the parent and the AA Widgets within.

Sorry, I’m not well versed with coding yet. By data model, do you mean that I should store this value some place with common access, and then run the necessary code if this data is changed?

Hi Rudy, I’m using v 4.6.1. I had created a backup copy of the project that had this error. But after I closed down the editor and then opened later, the error is gone. I will go through it in a clean project later today and let you know.

I’ve tried it out in a new project, but wasn’t able to reproduce it. Anyways I have to add 4 other similar widgets in my main project. I’ll see if the error comes up again.