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[UMG]UUserWidgets are invisible when added via c++

I'm fairly new to UE4, having a pretty strong Unity background. Right now, what I'm trying to do is create a progress bar that displays the rewards at various levels. I'm using a pair of Horizontal Boxes in an Overlay, which is in an Overlay with the progress bar.

Hierarchy as it stands right now

I also have a custom widget that populates the horizontal boxes with the following function:

 void UTurretProgressBarWidget::InitializeProgressBar(APlayerController* OwningPlayer)
     for (int i = 0; i < MaxLevel; i++)
         UImage* Bar = WidgetTree->ConstructWidget<UImage>(UImage::StaticClass());
         if (Bar)
             UPanelSlot* slot = HorizontalPanelBack->AddChild(Bar);
             UHorizontalBoxSlot* BarSlot = Cast<UHorizontalBoxSlot>(slot);
             Bar->SetColorAndOpacity(FLinearColor(0, 0, 0,1));
             Bar->Brush.ImageSize = FVector2D(4, 32);
             BarSlot->SetHorizontalAlignment (EHorizontalAlignment::HAlign_Left);
             FSlateChildSize size = FSlateChildSize(ESlateSizeRule::Fill);
             //BarSlot->Size.Value = 1.0f;
             if (LevelStride > 0)
                 if ((i+1) % LevelStride == 0)
                     //UTurretLevelSymbolWidget* tempLevelWidget = WidgetTree->ConstructWidget<UTurretLevelSymbolWidget>(MaxLevelWidget->StaticClass());
                     UTurretLevelSymbolWidget* tempLevelWidget = CreateWidget<UTurretLevelSymbolWidget>(OwningPlayer);
                     if (tempLevelWidget) 
                         tempLevelWidget->SetColorAndOpacity(FLinearColor(1, 1, 1, 1));
                         UPanelSlot* tempSlot = HorizontalPanelFront->AddChild(tempLevelWidget);
                         UHorizontalBoxSlot* levelslot = Cast<UHorizontalBoxSlot>(tempSlot);
                         //UE_LOG(LogTemp, Warning, TEXT("CreatedWidget"));
                         UE_LOG(LogTemp, Warning, TEXT("Unable to create widget!"));
                     USpacer* spacer = WidgetTree->ConstructWidget<USpacer>(USpacer::StaticClass());
                     if (spacer) {
                         UPanelSlot* slot = HorizontalPanelFront->AddChild(spacer);
                         UHorizontalBoxSlot* SpacerSlot = Cast<UHorizontalBoxSlot>(slot);
                         FSlateChildSize size = FSlateChildSize(ESlateSizeRule::Fill);
                         SpacerSlot->Size.SizeRule = ESlateSizeRule::Fill;
                         //SpacerSlot->Size.Value = 1.0f;
                         UE_LOG(LogTemp, Warning, TEXT("Error Spacer is null!"));

For whatever reason, the widget that I create via "CreateWidget" is invisible. What am I doing wrong here?

Edit: D'oh! I saw a typo where I was storing a UImage in a USpacer. The widgets are still invisible, though.

Product Version: UE 4.13
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asked Nov 04 '16 at 01:03 AM in C++ Programming

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avatar image MajinSephiroth Nov 04 '16 at 01:29 PM

Is your "OwningPlayer" reference passing forward the intended player controller?

avatar image firestorm713 Nov 04 '16 at 05:17 PM

As far as I can tell. I use a simple "Get Player Controller" call in blueprints and pass that reference into the function when it's time to call it.

Notably, I can confirm that the widgets are being created based on the child count of the object they're being parented to.

avatar image MajinSephiroth Nov 05 '16 at 05:24 AM

I'm just curious of whether the widgets are being assigned to the proper player controller (assuming more than one exists) if only one exists, I suggest using the widget reflector in the editor and determining if they are sized correctly and placed appropriately.

avatar image firestorm713 Nov 07 '16 at 08:09 PM

Sounds good. I was actually wondering if there was a way to inspect widgets on the fly. The Widget Reflector sounds like exactly what I was looking for.

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