We are getting Error00.png upon editor launch when Error01.png code in executed in Error02.png (Macro: Get Units Item_Unit Size_Y).
It should be executing in run time. When removed from flow, reopening the editor does not give an error.
Tried adding IsValid check for the object, it didn’t make a difference either.
Hello onuryurdupak,
I have a few questions for you that will help narrow down what issue it is that you are experiencing.
Quick questions:
- Can you reproduce this issue in a clean project?
- If so, could you provide a detailed set of steps to reproduce this issue on our end?
- Could you provide screen shots of any other blueprints that may be involved with this issue?
- Could you elaborate on what it is exactly you are trying to accomplish?
I am afraid I can’t assist much in ways of reproducing the issue due to being short on time. The point of creating and removing a widget was to read a variable stored in it and It worked as it was intended (during runtime). But the error message created some confusion. We made a workaround for it and got rid of the error message.
I am happy to hear that you were able to find a solution to the issue that you are having. Would it be possible for you to provide the workaround that was used to solve your issue?
Well, not really a workaround but an less preferrable alternative really. I put the variable into DefaultHUD and reversed the workflow. The widget Y size is set to that constant value (read from a float variable) right after Event Construct.
Hello onuryurdupak,
Thank you for providing the solution that works for you. I will be marking your last comment as answer. If this issue returns please feel free to reopen this issue with information regarding a reproducible test case and I will be more than happy to assist you further.
Make it a great day