x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

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 ?

Product Version: Not Selected
Tags:
more ▼

asked Feb 14 '15 at 06:12 PM in Blueprint Scripting

avatar image

Todron
21 1 2 5

avatar image Narghile Feb 15 '15 at 04:34 AM

Hi

Are you casting in the widget or in the player character.

Narg

avatar image Todron Feb 15 '15 at 12:37 PM

Oh i should probably mention that this is a widget component and inside the blueprint i get widget object of this component . That object i try to cast

avatar image AgentMilkshake1 Mar 12 '15 at 09:20 AM

Hi Exxello, I am having the same issue, it has been working fine for the past couple of months and now it just won't stop setting the class to none every time I open the project. Again, mine is a component widget inside a blueprint. Have you found a fix yet?

avatar image TheAgent Mar 28 '15 at 04:27 PM

Hello, I am having this same exact problem. Its happening in my own project and as well as a clients project. Seems to happen in 4.7.

avatar image Ixiguis Mar 28 '15 at 07:31 PM

Same here.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

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.

more ▼

answered Mar 31 '15 at 01:08 PM

avatar image

Nick Darnell ♦♦ STAFF
6k 77 37 151

avatar image TheAgent Mar 31 '15 at 01:59 PM

Thanks, will this be resolved in a soonish release? Or do you know of a work around? As the OP said not casting to the class seems to keep it set there, however as soon as its casted it will be set to none, although some of my other casted UMG widgets work fine sometimes. So its hard to determine the exact problem, however casting seems to be the culprit.

avatar image AgentMilkshake1 Mar 31 '15 at 02:10 PM

Hi there, Apologies I saw this elsewhere on the forum, an Epic Staff member said that this problem had been fixed internally and would be fixed in a future update. I thought it was an answer on this post but clearly not. That's all I know I'm afraid.

avatar image TheAgent Mar 31 '15 at 02:18 PM

If they could branch a version of the fix somewhere, so that I can tell the client to use that, it would be highly appreciated. Until the official fix is out, at least, thank you for the heads up.

avatar image Nick Darnell ♦♦ STAFF Mar 31 '15 at 02:21 PM

Work has been done to try and fix this. There are clearly still ways to cause it, if you can recreate the problem in a starter project and provide that, that would be greatly appreciated.

avatar image AgentMilkshake1 Mar 31 '15 at 02:30 PM

Has that work been posted on the github latest version? Also will it be in the next hotfix/release?

avatar image TheAgent Mar 31 '15 at 02:28 PM

Ill see if I could recreate it and get back to you then, sometimes its a bit random as some have the same set up and show up fine. I'll get back to you in a few minutes.

avatar image TheAgent Mar 31 '15 at 02:49 PM

I cant seem to reproduce it in a new project, however as long as I don't cast the 3D widget it appears. I attached an image of what I did in blueprints that causes it to disappear. It only happens to certain bp's not all of them.

I'll keep trying with the blank project.alt text

bpproblem.png (355.3 kB)
avatar image fisj Mar 31 '15 at 03:07 PM

We experienced a similar issue. Not sure if this is exactly the same thing, but here's the thread where we were able to resolve it with pulling in code from the latest:

https://answers.unrealengine.com/questions/190414/widget-class-of-widget-component-set-to-placeholde.html

avatar image Todron Apr 02 '15 at 08:53 PM

i guess 4.7.4 fixed this for me

avatar image TheAgent Apr 03 '15 at 03:19 AM

4.7.4 has fixed my issue thanks Epic!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

If someone have similar problem, check what name have folder in which are those widgets - i had one special character which I didn't noticed at the begining

more ▼

answered Feb 25 '18 at 05:56 PM

avatar image

Veezen
1 1

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question