[4.7.0] Game crashing because of UMG widget Visibility Serialization

I’m getting a consistent crash when trying to play my game in-editor (not tried to package and test that yet):

KERNELBASE + 37901 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_UMG!UWidget::ConvertSerializedVisibilityToRuntime() + 85 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\umg\private\components\widget.cpp:541]
UE4Editor_UMG!UWidget::ConvertVisibility() + 72 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\umg\public\components\widget.h:368]

In the player HUD, I’m determining icon visibility by checking an array of bools that exist on the player (bool true → show icon, bool false → hide icon). I’m not sure what could be causing the crash because the crash happens a lot (and only since I added these bindings), but occasionally the game can start just fine.

The binding blueprint is exactly the same for all weapons shotgun and beyond, except for the bool array GET being directed to the relevant index.

Any ideas on why serialization mostly crashes? Did I do something wrong in the blueprint? And yes, I’m using Quake3 iconography because I had it to-hand and this project is for personal learning.

Actually out of all of this, I have a wishlist item for UMG: HorizontalBox anchored to screen middle should resize around the pivot point not the top-left corner. With the default two weapons available, the weapon bar should be centered at screen middle-bottom but instead it sticks to the top-left corner coordinates (see last image for clarification).

31773-ingame.png

experiencing the same at the moment. But only when starting PIE with at least 2 players. Implemented a crosshair widget which checks its visibility by casting to the playercharacter and checking a boolean value. And added it to the viewport in the playerclass.

Cheers
Theo

I will third this. I’m also experiencing this issue, or one very similar related to toggling Widget visibility with a boolean. Trying to run 1 player (Listen) in the editor. I’m checking a boolean to show or hide a feature and it just flat out freezes the editor. I guess I’ll have to find another way to do it for now.

As a work-around, I’m specifically turning on the element with a separate widget creation and using Add to Viewport and Remove from Parent to remove it.

This may need to be filed under bug reports, unless we’re just doing something terribly wrong here.

Edit: I have a second workaround. Making all your content visible and then setting the Opacity to 0 (sloppy, I know) . Then, bind the color/opacity to a function that checks “if true” on your boolean (or any other thing you want to check for). This way, basically your stuff is just invisible until you need it.

Same thing is happening with me.

Edit:
Correction, it was not related to visibility in my case. It was the fact that on False it did not route to the output node.

Making sure that the output node is reached every time fixes my crash.
I hope this helps future Googlers.