Widget Text Bindings Have Gone Missing

4.15.3

For some reason all the bindings I created in my widget can not be selected in the binding drop-down. The binding graphs still exist but they are missing in the drop-down for no apparent reason.

I was attempting to implement a feature into my game. The intent is to toggle my pawn’s UI visibility based on actor tags. I was trying to use a branch to toggle the UI when comparing actor tags; if the two actors are within a radius and were on the same team tag the widget would become visible.

After changing the Tags default values around a few times I noticed that one of the widget Text variables ceased updating the text change. I opened the editor for the widget and it displayed a compile error which makes zero sense because I didn’t touch the widget. I tried rebinding the Text variable and all the binding options are missing. I tried creating new bindings but even the new bindings don’t appear in the drop-down. Furthermore the compiler demands there be a return node regardless if the binding is pure or not.


I am absolutely dumbfounded as to what happened and what to do about this awol text bindings.

Hello,

I was unable to reproduce your issue on our end. I have a couple of questions to help narrow down what issue you are experiencing.

  1. Can you reproduce your issue in a new project?
  2. If so could you provide a detailed list of steps so that I can reproduce this issue on our end?
  3. How are you Name arrays connecting to your widget binding?

Thanks!

I may need to reinstall UE4 as the issue persists across all my old projects and New Projects.

Here is a youtube vid of me demonstrating what is going on: https://www.youtube.com/watch?v=s7ZTCTNVKx8

Hello,

I believe that this is intended behavior of the engine. You cannot add an input for a function that serves as a binding, as it gives you a compile warning for it stating

“Error Binding: Property ’ TextDelegate ’ on Widget ’ TextBlock_108 ': Member:GetText_0 Has the wrong number of arguments, it needs to return 1 value and take no parameters”

The warning indicates that a function bound to a variable can take in no inputs.
You could bind the Text to a Text Variable and changing the value of the variable to the amount you need by casting to the widget blueprint.

Cheers!

I followed this linked youtube tutorial through most of part 4; I stopped continuing the tutorial work when it started implementing stuff I did not want. The blueprint worked in setting the text changes as I intended it to. I only noticed that the blueprint no longer worked after updating to 4.15.3 and I just happened to walk by the object when testing my game.
[Let's Make: An Interaction System: Part 4 - YouTube][1]

As you suggested I have bound the text to a text variable rather than a function of set text (text).
Get User Widget Object > Cast to Interactable_Widget > Set Variable (type text). So that works…I am just totally perplexed as to when the blueprint ceased working; I know I didn’t touch it since the tutorial.

I have not yet been able to try reinstalling UE4 due to internet data cap. Almost at my 400gb cap for the month :confused: