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UUserWidget pointer is filled with garbage value on runtime, c++

I created UUserWidget and stored it's pointer into TMap. I didn't use AddtoViewport right after the pointer is created at first because I want to use AddtoViewport when I want on runtime. However, the pointer is filled with garbage value when I access it to use AddtoViewport(). Do I have to use AddtoViewport() right after creating UUserWidget? Is there any solution about this situation? Thanks.

     TMap<eWIDGET, UUserWidget*> WidgetMap;
 void AFP_PlayerController::BeginPlay()
     FName Path = TEXT("WidgetBlueprint'/Game/WidgetBP/FP_StatusWidget_BP.FP_StatusWidget_BP_C'");
         TSubclassOf<UFP_StatusWidget> Widget = Cast<UClass>(StaticLoadObject(UClass::StaticClass(), NULL, *Path.ToString()));
         UFP_StatusWidget* StatusWidget = CreateWidget<UFP_StatusWidget>(this, Widget);
         WidgetMap.Add(STATUS, StatusWidget);
         Path = TEXT("WidgetBlueprint'/Game/WidgetBP/FP_Stage_BP.FP_Stage_BP_C'");
         TSubclassOf<UFP_StageWidget> Widget2 = Cast<UClass>(StaticLoadObject(UClass::StaticClass(), NULL, *Path.ToString()));
         UFP_StageWidget* StageWidget = CreateWidget<UFP_StageWidget>(this, Widget2);
         WidgetMap.Add(STAGE, StageWidget);

Product Version: UE 4.17
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asked Nov 21 '17 at 06:37 PM in C++ Programming

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The documentation on garbage collection states that:

"The only container that is safe to have UObject or UObject-derived pointers in is a TArray"

I'd guess that your widget got garbage collected between the time you created it and the time when you tried to call AddtoViewport() for it.

I would suggest replacing the map with an TArray or find some way to store the widget pointer in a class member marked with UPROPERTY to prevent garbage collection.

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answered Nov 21 '17 at 08:03 PM

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avatar image charelee Nov 22 '17 at 01:23 AM

You are my savior. Thank you!!!

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