Can't delete event dispatcher or widget containing it in 4.10

Hey team,

Looks like I’ve run into this issue in 4.10: cant delete event dispatcher / compile gives warnings / play in editor gives error - AnswerHub - Unreal Engine Forums

I have created a basic User Widget with an event dispatcher which can no longer be deleted. I can add new dispatchers and delete them without issue but the original dispatcher won’t delete.

I have added the uasset as a .txt, change it back to .uasset to open the widget.

The widget and dispatcher are no longer referenced anywhere. When I attempt to delete the widget itself i get the error:

WidgetBlueprint /Game/Widgets/Elements/DesignerItemLists/ItemList.ItemList is in use.

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Running the editor with '-NoLoadStartupPackages' may help if the object is loaded at startup.
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External referencers of WidgetBlueprint /Game/Widgets/Elements/DesignerItemLists/ItemList.ItemList:
   WidgetBlueprintGeneratedClass /Engine/Transient.REINST_ItemList_C_108 (1)
      0) [[native reference]]

Shortest reachability from root to WidgetBlueprint /Game/Widgets/Elements/DesignerItemLists/ItemList.ItemList:
   WidgetBlueprint /Game/Widgets/Elements/DesignerItemLists/ItemList.ItemList [target] (standalone)

67024-capture.png

67026-warnings2.png

Cheers,
MugenCity

Hi MugenCity,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps can I take to reproduce this error on my end?
  • Is this widget being called by anything or is it a standalone widget that is calling the event dispatcher?

I have not been able to replicate the issue. I have a feeling it was caused by the parent c++ class of the widget originally having a similarly named function to the event dispatcher but its not worth the effort of solving.

If I come across this again I’ll bump this post, until then manually deleting the widget through the explorer was sufficient.

Cheers,
Mugen

I believe I have just encountered a similar issue; I have been making an interactive torch while following the Programming tutorials in the UE4 manual and also created an event dispatcher named after one of my C++ functions. Once I do this, the event dispatcher name is automatically appended to “_0” and can no longer be renamed or deleted (if you select rename and enter a new name, the old name still persists.) Creating a new event dispatcher that does not have an identical name to the function causes no issues – this dispatcher can be deleted and renamed freely.

Steps to reproduce:

  1. Create a C++ class that contains at least one function with the BlueprintNativeEvent specifier.

  2. In the editor, create a blueprint derived from the C++ class in step 1, then create an event Dispatcher with the same name as a BlueprintNativeEvent function

  3. Observed the described behavior

Not certain if this is a bug or a feature that I don’t fully understand. Would love confirmation or more information either way. Screenshots to follow: