Hello everyone,
I’m encountering something that I think is a bug, since my workflow for changing infos shown to the end user via widgets haven’t changed in the last 2 years, but I only have this kind of runtime errors since I switched to 5.4.4 (source build).
Here’s the breakdown of my problem :
I do work a lot with parenting on the development of my project, so I do the same with my widgets, obviously.
So for my player’s HUD, I do have this setup : Parent Widget “HUD”, which then contains child widgets for chat, customizable crosshair (it’s an FPS project), Killfeed, and infos about match states (score, timer, ect…)
Each child widgets also construct some others child widgets and then just add those childs to themselves in containers such as vert/horizontal boxes, ect…
But here’s the things, when I do try to change anything about the widget elements on the childs of the childs (2 levels below Main HUD widgets), I do have the runtime error “accessed none” coming from the function inputs variables, but I can properly print those values in the very same function.
Here’s an exemple :
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Working Part
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Not working Part
On the Main HUD widget construction, I do change the teams display color to blue and red on the first child widget, which works as charm, then I tell this widget to start creating some other childs for each players of both teams, setting up their profile pictures, names (for runtime identification), and the boolean is used to designate on which side do we display a black bar to act as a spacer (purely visual stuff).
And the errors happens in the UI_PlayerList_Icon_Child’s “Setup Child” function, as it’s calling a function as a level 2+ child widget.
The same behavior happens when I do construct a child widget to add into my Killfeed’s Widget (Child of Main HUD).
That doesn’t make any sense to me, so I’d just like to know if that really is a bug or something I just don’t know.
Thanks for any information you can provide me.
I wish you all a great day / night.
Greetings