Unreal Engine 4.16 Bug Report (UMG Widget)

Nested Widgets not responding to id (z-order) change. Buttons added as a child object.

Hello again!!! Finally I found the core of the problem (Bug). Now I’m unable to use can Cache on Invalidation Box. Any widget handled by Invalidation Box stop functioning. (passing-receiving variables, running functions et cetera).

Developer please reconsider your changes made to Invalidation Box. Can Cache functionality are extremely needed for mobile devices to be able creating a large number of child dynamically generated objects (buttons et cetera). I’m unable to move my project to Unreal Engine 4.16 without this functionality. I will lose about 50% FPS on mobile devices.

Hello Xaser3D,

I ran a few tests on our end and it appears to be working as intended. I am not seeing any issues updating the z order of the widgets inside of an invalidation box (as long a invalidate cache node is used). This includes adding other widgets at runtime. I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  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 in a clean project?
  3. Could you provide screen shots of any settings/blueprints/widgets that may be involved with this issue.

My project is very difficult to just reproduce it and test in parts. The problem was temporarily solved. I had to change the order of the Invalidation Box and limit the scope of the Invalidation Box to a specified area. The problem appears only in version Unreal Engine 4.16.1 and can be partially corrected.

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Could you provide a simplified, zipped down version of the project that is having the issue along with a set of steps to reproduce the issue in said project so that I could take a closer look? In the steps that will need to be included, could you also provide the exact expected result that you looking for?

Hello Xaser3D,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,