One thing that’s making it hard to make UI updates is that when you have custom widget that has bindings and custom script to set it up in it’s ‘Construct’ Event, it won’t update properly if it is contained within another widget after altering the properties per instance.
So if I’ve created lets say a ‘Button’ widget that has properties for text and an image and also Booleans to toggle if either are used, and this widget is contained within another Widget and has properties set for what the text is, image, etc… it doesn’t show unless the game is run.
Can Custom Widgets in UMG be designed so that in the editor, it runs through the ‘Construct’ Event and displays those updates to the developer?
This is similar to another issue within the engine where Thumbnails in the Content Browser don’t update properly for Child Blueprints and in some cases, even catch post processing elements like highlights within them.
Thanks for the response. Sorry for not going ahead and posting at least some screenshots for you considering this isn’t the first time I’ve worked with Epic Support
For the future, I’ll go ahead and provide all the additional details + screenshots up front but because my life is consumed developing 2 games working over 80-100hrs a week, sometimes its easier to at least start by describing it.
However, I understand you guys are busy too and can’t go ahead and try some of these things out and getting further information helps you eliminate any time that could be wasted so that you can help address other issues. So no worries there buddy
Okay, give me a little bit but I’ll have for you in the next couple of hours those screenshots and if I can get a moment to create a empty project and put that together quickly, I’ll do that as well. If I can, I’ll zip that project up and upload it to my OneDrive for you to download.
Upgrading to 4.9.1 but hang tight and I’ll get you some more info shortly.
Hope you and the rest of the team are having a great day Rudy, thanks!
Hey Rudy, created a test project in 4.9.1 and got the same result. Here you go…
There is the level EpicRudy.umap that when played, will show the UI with the properties of the SubWidget BP correctly. It’s setup in the Level BP BTW. If you look however in the Widget BP, you will see it doesn’t update the Widgets properly.
Thanks for the information provided, however I cannot download the project from the link that was given. It is being blocked by our systems. Could you try and send it via google drive or dropbox?
I have written up a request ( UE-21237) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.
I went ahead and double checked on this issue for you. It appears that this issue’s status has not yet been updated to fixed as of yet. I will be sure to bump up the community interest for this issue. Thank you for your time and information.