Widget on iOS is pitch black - but level is loading properly

I got my project deploying to my phone but when it does the widget I am using for my HUD is pitch black and blocking out most of the screen. Its been a version or two since I last deployed to my phone but I had never seen this happen prior to 4.17 and I don’t believe I have changed the widget in question very much, not quite sure what is responsible. If I click on the Pause menu to bring up the Pause widget, that loads over the blackness fine.

You can see in the image below that the HUD is loading and that you can see a part of the level in the top left corner. What I find strange is that after the splash screen, it shows the entire level unobstructed for a brief second, and then something loads that turns 95% of the screen black. I’m not sure how to find out what is being executed or spawned that it causing that. Most issues it seems on this board are with people not having default levels loaded properly, but that isn’t the case here. Any ideas?

Thanks

[iOS Logs HERE][1]

Okay, I spent a few hours last night just deleting things to see what would happen. Eventually I deleted enough things and the problem went, the problem is that it meant deleting my player character, my enemy spawn points (and there fore no enemies in the level either). Once I did that the camera’s black obstruction was gone and you could see the entire level.

I’m baffled as to why these actors are effecting the camera, they’re normal blueprint actors and weren’t causing any issues in 4.15 when I last launched on iOS. I first thought it could be their materials, which upon changing didn’t have effect. I then thought that perhaps the text render components on the spawn points we’re causing it, nope. I’ve attached a few of these actors in a zip file attached to this post. If anyone has any ideas please let me know… was trying to get this deployed by Saturday for an indie summit. link text

Ok, I have truly narrowed it down to the real culprit. It turns out it was a Widget Component that is acting as my HealthBar for every enemy and the player. I don’t know why its causing this issue but once I removed it everything worked great.

I’m not sure if its Widget Components in general or the Widget Class its using in question. Still investigating.

Okay, its not even just user widgets but specifically the Widget Class I was using for my HealthBar. I can’t tell what makes it unique other than the fact that it uses a HealthBar.