Hi,
I try to dynamically create an interface using C++, but having an issue with UUserWidget.
The image attached shows some widgets assigned to the custom parent widget declared in C++ which is then placed within the main HUD widget of my project.
Here is declaration of the Type Button widget (other widgets declared the same way):
My issue is that after the project is closed or code being compiled the assigned widget values are reset to None. I understand it happens because of the pointers being used, but how do I fix that?
Check your BeginPlay function and constructor in both the code and the blueprint, it’s likely being overwritten in one of those. If thatS not the case try changing EditAnywhere to EditDefaultsOnly