# \[Bugs bugs bugs\] Slate widget synchronization

**URL:** <https://forums.unrealengine.com/t/bugs-bugs-bugs-slate-widget-synchronization/738172>\
**Category:** Issues and Bug Reporting\
**Tags:** unreal-engine, slate, feedback, CPP, question\
**Created:** [December 29, 2022, 8:42am UTC](https://forums.unrealengine.com/t/bugs-bugs-bugs-slate-widget-synchronization/738172 "2022-12-29T08:42:36Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Roy\_Wierer.Seda145](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/roy_wierer.seda145/32/906551_2.png) [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Post date:** [May 25, 2023, 3:31am UTC](https://forums.unrealengine.com/t/bugs-bugs-bugs-slate-widget-synchronization/738172/5 "2023-05-25T03:31:52Z")

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UE5, text block visibility within an input key selector does not synchronize at all. Data lost on widget rebuild as well.

> [@\[UE5.1.1\] UInputKeySelector::SetTextBlockVisibility broken. Does not sync / sync on rebuild.](https://forums.unrealengine.com/t/ue5-1-1-uinputkeyselector-settextblockvisibility-broken-does-not-sync-sync-on-rebuild/1177644):
>
> Case: On UserWidget::PreConstruct you want to do UInputKeySelector::SetTextBlockVisibility on an inner widget. It can fail silently: void UInputKeySelector::SetTextBlockVisibility(const ESlateVisibility InVisibility) { if (MyInputKeySelector.IsValid()) { EVisibility SlateVisibility = UWidget::ConvertSerializedVisibilityToRuntime(InVisibility); MyInputKeySelector-\>SetTextBlockVisibility(SlateVisibility); } } Case: You want to set a few style properties in c++ on the widget. SetButtonS…

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