Hi! I have an issue with the “Common UI” plugin, I constantly lose the parent of my widgets, but the c++ common UI parents that I use are still existing in my source project, but my widgets get corrupt and I can’t recover them. Thanks!
I am having the same issue. I can create another widget and then it seems the new one will lose the class but the older one that did not have a class after restart will be recognized as the correct class.
Having the same issue, it seems to be unpredictable and happens at random times.
Did you guys find any solution or at least the cause of the bug?
Unfortunately this seems to be a bug in ComonUI that is reproduceable by at least 2 of us, see this thread:
We should try to get Epic to fix this.
Sorry meant to reply to you.
Unfortunately this seems to be a bug in ComonUI that is reproduceable by at least 2 of us, see this thread:
We should try to get Epic to fix this.
Just want to say this is still a live issue. so glad to see the thread before spending three days debugging… only spent a little bit uninstalling/reinstalling the plugin, verifying unreal, and doing a full on dump and recompile. nada. removing the plugin for now is the best option i guess…
I just ran into this issue too - will try to subclass all the Common UI stuff in the C++ project and see if that helps in some way.
I just solved this issue, but I still don’t know the underlying cause of it. My rationale was if I include CommonUI from C++ and it compiles it should work in editor.
- Add CommonUI to PublicDependencyModuleNames in YourGame.Build.cs
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class TheGame : ModuleRules
{
public TheGame(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"EnhancedInput",
// Add these
"CommonUI",
"CommonInput",
"UMG"
});
PrivateDependencyModuleNames.AddRange(new string[] { });
}
}
- Create C++ subclasses of UCommonActivatableWidget and UCommonUserWidget in the project (not sure if both are needed or just one).
You do not even need to use the subclasses, for me the broken blueprints just started to work again.