Unable to assign Actor to editable member variable in editor details panel (UMG)

I have been trying to assign an actor to a public, editable member variable on a UMG widget and the editor looks like it can do it, however, regardless of how I try to assign the actor (eyedropper scene select, world outliner drag n drop, dropdown selection) the editable member field continues to say None and the variable remains unfilled.

Here is a brief video; the behavior I described is most visible near the end of the video.

I’m not sure if I’m doing something wrong, but I’ve sought some help on the forums and IRC and can’t seem to figure out why this is occuring.

1 Like

Hello DesertEagle_PWN,

I was able to reproduce the results shown in the video, however this is working as intended. If you look at the default value section of the variable that you have created you will see message “Editing this Value is not allowed”. This would be why you are unable to set this variable. You can set this variable in blueprints. One example would be to use the get all actors of class node and set it that way (example image below). I hope that this information helps.

Make it a great day

Hey , thanks for your response, I have been able to set my variable using blueprints; however I am working on a system for the Blueprint Marketplace and it would be nice to allow users of the system to select an actor already in their scene without having to do any scripting of thier own. As a result, I am curious as to why these default values are not allowed to be set in the editor details.

Is there a technical reason for this? It would be nice to be able to set these default values; even if this is not worth the effort, it would definitely be beneficial to users to have more visual feedback regarding the fact tthis value cannot be assigned – as shown in the video, the GUI doesn’t seem to make a clear indication that the default actor value cannot be changed except under that default value tab in the details panel of the blueprint editor.

Thanks again!

The reason that the variables default cannot be set is that the widget isn’t itself an Actor in the world, so there’s no way to know what actors to make available.

Ah, thanks you for the explanation. So this issue shouldn’t occur if I attempted to do this on other types of BP’s (such as those subclassed from Actor?)

I just tested this by creating a new actor blueprint to which I added a new actor variable. I made the variable public and after placing the new actor BP in the scene I was able to assign this Actor Variable to that of an actor in the scene.

Hey , Would this be the same with say a PathNode? I am having a similar type of issue. I have a variable NextNode that when I spawn the AI, it no longer has its value, which would be the next node in the chain. I did use GetAllActorsOfClass and it worked for the first pathnode, but not after that. A little new at this so I am not really sure how to call the pathnodes in order for the AI to proceed down the path. it all works if I don’t spawn the ai and place them in the world, but I need them to spawn. And like the said, they loose their values.

Hello MaroonersRockAnimation,

After reading over your question, I do not believe that this is the same issue as that of the original post. Could you create a new thread for tracking purposes and a link here in a reply. After this I will happy to assist you further.

Questions for the new thread:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved?

Hi ,

I really appreciate this! I am going a little crazy, can’t put it down kind of thing and I can’t figure it out. Any help is much appreciated!
PathNodeIssue

Hey :slight_smile:

So I’ve been pulling my hair out over this and I really need your help. My project is exhibiting the same behavior that OP showed in the video. The difference is, my fields are all editable and I’m not dealing with UMG widgets I’m working with actors.

This occurred after I MOVED folders around in the file system structure. I planned out a new high-level structure that would be much more organized, and I moved everything over into the right places (no redirectors dangling or anything). Now, and assets that I have moved (skeletal meshes, game modes, whatever) are unable to be selected or used as components in any way. This includes default project settings. I think that this is a bug but I’m wondering if there’s any way to recover from it because I want nothing more than to simply reorganize my project successfully.

Here’s a thread I posted a few minutes ago explaining it in more detail.

I already read through this entire thread and many more, but I have yet to find somebody who has the same problem (despite the host of questions surrounding moving and renaming files in UE4) as me, let alone somebody with an answer.

I really need some help , help me make it a great day :slight_smile:

  • arj

Hello ArjunTheMiella,

The issue that you mentioned in your post does not appear to be the same issue as was originally reported on this thread. I will follow up on the thread provided in your comment.

Make it a great day