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Can we please fire or replace the Widget guy at Epic?

My company has started logging time dealing with UE4 bugs. Widget bugs are a good 80% of the reason my company is wasting money on bugs. 2d widgets on the viewpoint seem to work fine. However our game is built for VR so we cant attach a HUD to the players face, and 3d widgets are a joke. Even basic issues like https://answers.unrealengine.com/questions/126758/how-do-i-set-the-font-size-of-the-umg-combobox-str.html have not been addressed in over a year. The response of "widgets are marked experimental" is a joke. Widgets have been in development longer than some entire games are developed. If your game is VR and you haven't put too much into UE4 quit now. Unless you dont need intractable menus and HUDs. If a part in a machine is broke, the whole machine suffers. Call me a "bad guy" for wanting to fire someone, but my company and Im sure plenty more, are indirectly paying Epic for widget that are so bugged they're not usable. My company has switched to touch actor with static meshes instead of UMG. It takes way more time and money, but at least they seem to work well. Its getting to the point its offensive that Epic inst doing something about widgets. If you know C++ well and look at UMG code you want to blow your brains out. I could go on forever with examples of why I hate widgets I have my own post and read many more, but I'm confident Epic is aware of all of this. PLEASE DO SOMETHING ABOUT IT.

Product Version: UE 4.10
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asked Nov 24 '15 at 07:05 PM in Everything Else

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Stunt Thumper
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3 answers: sort voted first

Hi Stunt Thumper,

I'm sorry you're having a hard time with 3D widgets. Right now it's merely an experimental feature, and it's being developed slowly over time. If you'd like to offer feedback, the appropriate place to do that is in our Feedback for Epic section on the forums.

In the meantime, we appreciate the time you take to report bugs you run into. You mention knowing C++ well; we made the source code available, so you may get further editing source yourself. If you would like to submit any fixes/improvements to Epic, you can do so via a pull request on GitHub.

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answered Nov 24 '15 at 07:23 PM

avatar image Stunt Thumper Nov 24 '15 at 07:28 PM

Am I allowed to take royalties on the bugs I fix? Because were paying Epic to develop non bugged Widgets with our future royalties. Its not our job to debug YOUR engine.

avatar image Ben Halliday STAFF Nov 24 '15 at 07:36 PM

UE4 is free to use. You're not required to submit anything to us, bug reports or otherwise. We have not received any payments from you. We do not offer royalties or payments for pull requests.

avatar image Stunt Thumper Nov 24 '15 at 07:38 PM

But its not free to use? When we release do we not owe you anything?

avatar image Stunt Thumper Jan 05 '16 at 07:33 PM

Weeks later and its getting worse because now the workarounds are broke. Nothing works for 3d widgets now. Epic is retarded for paying anyone for this crappy work.

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...not sure thats the way to go unless you want you, and potentially your company to be blacklisted. I understand the frustration, but especially at times like that.. its best to keep calm!

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answered Nov 24 '15 at 07:07 PM

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Luos
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avatar image Stunt Thumper Nov 24 '15 at 07:19 PM

If your paying for a service that's not provided are you happy?

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I am having issues with the widget blueprint. Can't even edit it in 4.10. I get this every time I try to edit it. UE4 crashes and I get this. So yeah it is buggy as all get out. I will have to revert back to 4.92 in order to keep working since I have yet to find any answers on this issue.

Unknown exception - code 00000001 (first/second chance not available)

"Assertion failed: IsValid() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 739] "

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374] UE4Editor_UMGEditor!FWidgetBlueprintEditor::UpdatePreview() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\umgeditor\private\widgetblueprinteditor.cpp:680] UE4Editor_UMGEditor!FWidgetBlueprintEditor::InitWidgetBlueprintEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\umgeditor\private\widgetblueprinteditor.cpp:86] UE4Editor_UMGEditor!FAssetTypeActions_WidgetBlueprint::OpenAssetEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\umgeditor\private\assettypeactions_widgetblueprint.cpp:32] UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\toolkits\asseteditormanager.cpp:311] UE4Editor_UMGEditor!FAssetTypeActions_Base::AssetsActivated() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\developer\assettools\public\assettypeactions_base.h:41] UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1757] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper __cdecl(TArray const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388] UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\contentbrowser\private\sassetview.cpp:3292] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper __cdecl(TSharedPtr)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388] UE4Editor_ContentBrowser!TBaseDelegate >::ExecuteIfBound() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:482] UE4Editor_ContentBrowser!SListView >::Private_OnItemDoubleClicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\public\widgets\views\slistview.h:689] UE4Editor_ContentBrowser!STableRow >::OnMouseButtonDoubleClick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\public\widgets\views\stablerow.h:261] UE4Editor_Slate!::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4609] UE4Editor_Slate!FEventRouter::Route >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4607] UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4590] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1346] UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:1709] UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:707] UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsapplication.cpp:629] user32 user32 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2391] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll

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answered Nov 24 '15 at 08:01 PM

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Graywood
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avatar image Ben Halliday STAFF Nov 24 '15 at 08:02 PM

Hi Graywood,

Please create a new post with this information so we can address it and track it separately. Thanks!

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