Okay, that makes sense - and it might make my job a little easier, As a lot of those UI are not really needed in the new version of the layout - so they can be removed. I had started parting everything out to its own widget, but I’d really rather not have to recreate every last function and variable over again in each section and convince them to all play nice and talk to each other.
According to the release notes, the new version has adjusted the way the system compiles. Is there any hope that this might effect/solve this issue going forward?
I think, at best, we come to a conclusion as to the upper limits of complexity for a single widget just for the sake of any other dev that might encounter this.
If you’re referring to the changes to the way that the engine itself compiles, that shouldn’t be affecting blueprints in any way and only pertain to code compiling, as far as I’m aware.
Ya seems like its more for just how it converts it, but I was hoping lol. Is there any way to determine the overall content totals for a single widget. Is there anywhere (console command, widget info, ect) that gives me widget stats that lets me know how many elements there are in it or anything like that? I’d like to try and find the point where it breaks so we have a rough number.
There isn’t anything currently but there was a tool added internally for one of our projects that may be available as early as 4.16 but I can’t say for sure. I’ll try to let you know here when its available in Master so you can grab the latest from Github just for testing purposes but it may be a while.