text string empty after passing between widgets

I have an UMG widget which is a tree structure. The children have struct members containing information about the name and if its an item or category within the tree. These structs are set in the creation of a child widget (expose on spawn). Now it somehow is the case that immediately after construction of a child widget an FText field in the struct is empty, while just before constructing it its still filled… It seems i am dealing with a temporary value here? Am i doing something i am not supposed to do?

Important: when running this from the editor in dedicated server mode everything is fine and the widget is filled, but if i run this on a non-cooked server + client build i suddenly see the behaviour described above, i.e. values becoming empty?
It seems the editor is doing something my standalone build is not…

Could it be this issue: BUG [4.7.5] Struct variables fail in Standalone Game - Programming & Scripting - Epic Developer Community Forums

I read stuff about server and client’s in your question, could you please elaborate on the setup you have? Perhaps show us some blueprints?

I know sometimes you need to manually add in delays before displaying or printing text, because otherwise you’d get empty strings. Why? I have no idea but I had a similar issue here.

It is a bug in UE 4.7… the workaround i used is initializing the variables after constructing and making a custom event “After construct” to do the construction logic for now…