UMG Widget Class keeps reseting to NONE
So i try to describe this as short as possible. Engine version :4.7 preview 7
I added a UMG widget to my Character which displays a value. And this value should be updated from the character itselft.
And as long as i dont save and close the engine everything works. But when i actually close the engine and restart it at a later point , or try to build the project, the class of the Widget is set to None.
I could trace this issue back to the Cast node i added to call functions on the widget. As long as i dont try to cast it to the right Class the Class is beeing saved after the restart.
I guess this is a bug or am i doing something wrong ?
asked Feb 14 '15 at 06:12 PM in Blueprint Scripting
Sounds like there's still some outstanding issues with circular references. It's probably being nulled out in the linker loader step because the class isn't available to be used and a reference properly created.
answered Mar 31 '15 at 01:08 PM
Nick Darnell ♦♦ STAFF
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