Post 4.7 Update UMG Visibility Bug

Hey there! First off i’m super excited about 4.7 great work.

After updating my project to 4.7, none of my UMG widgets were displaying correctly. I found that if you set a widgets visibility to “Hidden” during the “Construct” event, the widget would never be able to be set back to Visible on any future calls.

I was able to get around this problem by now changing my code from setting the visibility in the construct part to directly after the Create Widget node.

Hello ,

I was unable to reproduce this issue on my end. I have a few questions that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may have been involved in this issue?
  4. What version of the engine did you upgrade from?

No Problem Rudy.

  1. I was able to use a clean 4.7 launcher project to reproduce the problem.

  2. I will attach the project.zip file for you

  3. Also included

  1. On my project I went from 4.6.1 to 4.7, github versions

[link text][2]

So basically, if you load up the content project that I made. I have the “F” key to toggle the visiblity on and off. It is working fine as setup.

However, if you go to the shown screenshot and hookup the construct event to the setvisibility, it breaks as reported.

Check it out and let me know if you any questions.

Summary of repro.

  1. Created GameMode, Playercontroller, both blank just to add some functionality

  2. Created a simple UMG widget and added a border component, enlarged with blue color

  3. On Player controller event begin play, create the widget and store it as a variable, add to viewport

  4. In Player controller, tied press/release of “F” key to toggle the visibility.

  5. To break the setup, set visibility to Hidden in Construct of the umg widget.

Now this all worked fine in 4.6.1.

Hello ,

I was able to reproduce this issue with the project that was provided. I have written up a report (UE-10843) and I have submitted it to the developers for further consideration. I will provided updates with any pertinent information as it becomes available.

Make it a great day

I had the same error, and setting the widget visibility to Visible at construct helped me to solve the issue.

I’ve also seen that the “Event Tick” of my widget was no more executed in UE 4.7, I had to put a timer instead!

I have experienced the ticking-issue as well, it seems like the widget only ticks if it’s visible (which kind of makes sense), though the debug-view isn’t working properly for widgets.

In my case, the tick was used in order to check whether the widget should be visible or not, and where to place it on the screen…

Yeah, I used to do the same thing, so I moved that code to the owning making the widget unable to change the visibility on itself. It still handles the placement on the screen though, since that’s not relevant when it’s hidden.

Has there been any updates to this bug? I’ve spent the last two hours trying to debug a text widget I set to visible from hidden can never be hidden again.

Hello EchoHeadMatt,

I have provided a link to the public tracker for this issue. Please feel free to visit the link for future updates.

Make it a great day