Hi Epic Gurus!
Simple bug report here: the normal blueprint editor will catch things like accessed-nones and invalid lookups, but in the 3d UMG blueprint tool’s “bound” functions, this can cause an editor crash, rather than a soft fail.
Repro steps: create a custom actor (let’s call it DumbActor) with a text" type variable (called “DumbString”). Within the gamemode BP, create an array of DumbActors, but never spawn any actual DumbActors to fill that array. Create a 3d UMG widget and place it in the level. Give it a simple textblock bound to a function to lookup the gamemode’s DumbActor array and grab slot0’s “DumbString” Variable…without ever doing the IsValid check. Save and play-in-editor for crashy goodness. It seems that perhaps the crash is not with the “accessed none” itself, but rather trying to bind that “none” to the UMG textblock’s string.
Expected result: The editor would throw up a red error similar to if you get an “accessed none” with a normal BP.
The workaround is simple: Adding an “IsValid” check before trying to set any bindings in UMG, but I thought you guys might like to know.
My apologies if this has already been reported. I looked for other reports of this, but couldn’t quite figure out the proper wording.