CDO Constrcutor failed to find WidgetBlueprint


in my GameMode.cpp I load a WidgetBlueprint as follows:

static ConstructorHelpers::FObjectFinder<UBlueprint> Blueprint2(TEXT("WidgetBlueprint'/Game/StarterContent/custom/widget/HUDWidget.HUDWidget'"));

	widgetClass = (UClass*)Blueprint2.Object->GeneratedClass;

widgetClass is a TSubclassOf member of my GameMode and will be used later to display my HUD.

Starting the game in the editor works fine, but when i package the game (in my case win64) and try to execute it, it crashes without an error message.
So i checked the .log file, which includes the following:

[2016.03.23-10.31.34:275][  0]Error: CDO Constructor (ICGameMode): Failed to find WidgetBlueprint'/Game/StarterContent/custom/widget/HUDWidget.HUDWidget'
[2016.03.23-10.31.34:431][  0]LogWindows:Error: === Critical error: ===
Fatal error!

I’ve already done some research and found suggestions like loading the UClass directly (here) instead of the Blueprint which looks something like this:

static ConstructorHelpers::FObjectFinder<UClass> Blueprint2(TEXT("Class'/Game/StarterContent/custom/widget/HUDWidget.HUDWidget'"));
widgetClass = (UClass*)Blueprint2.Object;

Another suggestion was to manipulate a DefaultEditor config file with the following:


Because none of them are working for me I wanted to ask if anybody knows another solution for this problem.

Thank you in advance!

Hello tomgn,

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 on our end?
  3. Could you provide the code to any C++ classes that may be involved with this issue?


yes I can reproduce it.
my Steps are:

  • Start the Editor through the Epic Games Launcher and select a blank C++ Project without Starter Content.

  • Rightclick in the Content Browser and create a Widget Blueprint, name it ‘widget1’. Then open it and place a button right at the center of the screen. Save and close it.

  • Create two new C++ Classes in the Editor. One with the parent class “Player Controller” called MyPlayerController - the other one with the parent class “Pawn” called MyPawn

  • Open the Project Settings and set the TestProjectGameMode as default - save project.

  • Adjust the dependencies, so that UMG can be used:


PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG" });
PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
  • Extend the TestProjectGameMode C++ Class so that it contains the following:

→ post is to long, please see the next comment!

I think that’s all and I don’t forgot a step. If I start the Game in the Editor, it will run without problems and it will even display the button. This tells me that the WidgetBLueprint was loaded successfully.
I can package the game also without errors, but when I’m trying to start the game as a win64 .exe, it crashes and the log file contains the same error message as mentioned above in my question.


// Fill out your copyright notice in the Description page of Project Settings.

#pragma once
#include "Blueprint/UserWidget.h"
#include "GameFramework/GameMode.h"
#include "TestProjectGameMode.generated.h"

class TESTPROJECT_API ATestProjectGameMode : public AGameMode


	UPROPERTY(EditAnywhere, Category = "creator")
		TSubclassOf<UUserWidget> widgetClass;

	UPROPERTY(EditAnywhere, Category = "widget")
		UUserWidget* CurrentWidget;

	void ChangeMenuWidget(TSubclassOf<UUserWidget> NewWidgetClass);

	virtual void BeginPlay() override;


// Fill out your copyright notice in the Description page of Project Settings.

#include "TestProject.h"

#include "MyPawn.h"
#include "MyPlayerController.h"

#include "TestProjectGameMode.h"

ATestProjectGameMode::ATestProjectGameMode() {
	UWorld* const World = GetWorld();

	DefaultPawnClass = AMyPawn::StaticClass();
	PlayerControllerClass = AMyPlayerController::StaticClass();

	static ConstructorHelpers::FObjectFinder<UBlueprint> Blueprint(TEXT("WidgetBlueprint'/Game/widget1.widget1'"));
	widgetClass = (UClass*)Blueprint.Object->GeneratedClass;

void ATestProjectGameMode::BeginPlay()


void ATestProjectGameMode::ChangeMenuWidget(TSubclassOf<UUserWidget> NewWidgetClass)
	if (CurrentWidget != nullptr)
		CurrentWidget = nullptr;
	if (NewWidgetClass != nullptr)
		CurrentWidget = CreateWidget<UUserWidget>(GetWorld(), NewWidgetClass);
		if (CurrentWidget != nullptr)

Hello tomgn,

I was able to reproduce this issue on our end. I have written up a report (UE-28930) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for you time and information.

Make it a great day

You can’t load blueprints at runtime, just their classes. Blueprints are an editor only time feature, they are not included in the packaged game.

But why can you do this with animation blueprints tho?