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UMG Widget not functioning in stand alone

I have a single UMG widget that doesn't seem to work in stand alone. I'm adding it as a child to another widget. I'm doing similar with a bunch of other widgets that work fine. It also works fine in PIE.

The really weird part is that the non-functional widget doesn't appear to be able to tick at all. I've got a print string firing on it on construct, which never fires. Any logging I put anywhere within it won't fire. It contains a button... that button responds to mouse clicks visually, but a print string connected directly to the button's output doesn't fire.

It's behaving like there's some flag set somewhere to just not update that specific widget, but I'm not aware of anything with that sort of functionality.

Any help would be appreciated.

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asked Feb 21 '15 at 09:45 PM in Blueprint Scripting

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Stuckbug
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I figured it out.. sort of. No idea why my fixed worked, however I'll outline it anyway.

There was a reference in the widget to the parent, which was stored on creation. That parent reference was being used to call a custom event in the parent, but directly from the parent variable. I needed to cast to the parent's class to call the custom event. Once I did that, it started working again.

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answered Feb 21 '15 at 09:58 PM

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Stuckbug
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