I had a custom Cursor, setup in User Interface->Default Cursor. It was set to a UMG widget. After some time I decided that I no longer need it, and deleted the UMG widget, but forgot where this stiff is actually setup. I opened Project Settings, go to User Interface and saw that Default Cursor is None. Like on the screenshot. But editor still was complaining that “cursor class is not found, pleas check your custom cursor settings”
Finally I opened DefaultEngine.ini in text editor, and saw that DefaultCursor is set, and is not None, despite what project settings was telling me.
So, the morale, it would be cool if project settings window would somehow show, that configuration option is set to error value, not silently fallbacking to None - the actual consequence of this is pressing Clear Path does not actually clear anything.
Thanks.
PS: Actually I think some error reporting should be implemented in every editor control. I was many time in situation when editor silently defaulted Animation Blueprints on my characters, after I switched their skeletal meshes to a different skeleton.
Yes to all three question. I tested it on latest 4.10 now.
Create empty project.
Create empty Widget Blueprint, name it Cursor.
Go to project settings - User Interface, select Cursor as Default Cursor.
Save, maybe run.
Delete Cursor in Content Browser
Run again. And you should get one error in log.
Go to project settings - User Interface - you’ll see Default Cursor is none. (and actually clear path worked in 4.10) still hard to find why Cursor is still referenced
I was able to reproduce this issue on our end. I have written up a report (UE-22860) 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 your time and information.