[4.8.1] - Bug w/ Comparing Object Reference Inside UMG UserWidget
Got another one I think is a bug. I'm not 100% just in case it has to do with a lack of understanding about something underlying in the engine. What is happening is when this Custom UserWidget is created, it grabs the Owner Pawn Reference, casts it to a custom Pawn class type and stores it to be referenced later.
The UMG Widget I'm creating is a ChatWindow and it calls down into a custom Pawn class in C++ to pass the new chat text off to a custom PlayerState to redistribute to all connected clients.
What is happening from what I can see, is I do a check seeing if the 'Pawn Reference' variable is valid when needing to call any members within. I can see right before the 'IsValid' call is that it is storing a reference to the correct Pawn however when I try to evaluate it with IsValid or doing an != and leaving the second value NULL, it always shows as not a valid reference.
So it's a little confusing but hopefully not too bad to solve. Let me know what you want me to try.
EDIT: BTW, this only happens on a Client and not Server instance. Since UMG only runs on the client, I'm scratching my head on where the reference has gone to.
Hello MC Stryker,
Thanks for all of the updates. I am happy that we were able to find workaround for you. I have another way that should be more reliable. In the example that I provided below, I set the pawn reference variable every 0.1 seconds that the pawn reference variable returned an "Is Not Valid". As soon as the logic gets a Valid response it will end the loop. I hope that this helps.
Make it a great day
answered Jul 15 '15 at 06:24 PM
Rudy Q ♦♦ STAFF
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