Node Connection disappears

Hi everyone!

I think I found a bug, in my project I cant quite figure out. Each time I start or restart Editor a single Connection between nodes disappears. Kinda like in this post: Blueprint loses connection every time editor restarts - Blueprint - Epic Developer Community Forums

36031-connectiondisappeared.png

tricky part is, that problem first appeared, when I was experimenting with widget components. Befor that everything worked fine and i didn’t work on affected BP for quite some time. I remember a bug, dont know in wich version it appeared though, where u got an unresolved compiler error in a random BP, when using event dispatchers in an UMG widget. Could there be a relation? I’m working on 4.7.3

Hi Max,

Does this only happen with one wire, and does it happen every time you restart? Are you able to reproduce this in a new project, or does it only happen your current project? If you’re able to provide consistent reproduction steps for us, that would be super helpful. If you can’t, would you mind uploading your project (or a test project if you can repro in a new project) somewhere and getting me a download link? Thanks!

You also mention a bug with an unresolved compiler error when using an event dispatcher in a UMG widget. Is that what you’re experiencing? If you remove widget with event dispatcher, does this wire disconnection issue stop occurring? I wasn’t able to find any information regarding that bug in our system or an AnswerHub post about it, so I’m sorta flying blind on that one at moment.

Hello ,

I was searching for that older bug and unfortunately I’m not able find anything about it anymore, however I found some posts, that might be related:

Problem there seemes to be cast, so im gonna try to find a workaround for my GameState cast very quick. Still that was not a problem, before using widget components… very strange.

Btw its always that one wire, even when I collaps whole block into a function, problem occurs inside that function.

Greetings -Max

Ok found a workaround, now it works. Still strange bug though. Sorry I couldn’t provide you with information to that bug I was experiencing some time ago, but it was same symptoms as in posts above and appeared only when using an event dispatcher inside a widgetBP… In this case removing GameState cast solved it for me, but this bug still doesn’t seem very rational to me.

Thanks for your time anyway. Hope I could help a bit with this report. I’ll stay tuned for this issue, hope it can be tracked down somehow for other engine versions to come :slight_smile:

Greetings -Max

Found some similar posts, where a Cast was problem, found a workaround, now it works.

Seems like it did have nothing to do with widget component after all.

Glad you got it working! Can you show us link to post that had workaround? Thanks!

Its those 2 up there:

Each uses a different approach. I found my own. Since I only needed to get a value from options in my character, I was able to revert access, meaning i push value from options into my character instead of pulling it in character, what required to do cast.

Hope this helps!

-Max