# Instanced EditInLineNew settings are deleted for UUserWidgets

**URL:** <https://forums.unrealengine.com/t/instanced-editinlinenew-settings-are-deleted-for-uuserwidgets/373778>\
**Category:** UI\
**Tags:** data, unreal-engine, Instanced-Mesh, question, UMG\
**Created:** [October 19, 2016, 10:24am UTC](https://forums.unrealengine.com/t/instanced-editinlinenew-settings-are-deleted-for-uuserwidgets/373778 "2016-10-19T10:24:30Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![ellocator](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ellocator](https://forums.unrealengine.com/u/ellocator)\
**Post date:** [October 19, 2016, 10:24am UTC](https://forums.unrealengine.com/t/instanced-editinlinenew-settings-are-deleted-for-uuserwidgets/373778/1 "2016-10-19T10:24:30Z")

</div>

I have a UUserWidget. It has a UPROPERTY that is Instanced and EditInLineNew.

When I select my UUserWidget, I can see the property, I can edit it. But as soon as I hit “compile” on the parent UUserWidget, every setting I made in the property is deleted and the property is reset to “none”.

(The same UPROPERTY copied&pasted into a normal blueprint is saved just fine)

My UUserWidget: (DisplayThisData is not saved)

```
UCLASS(Blueprintable)
class UDataField : public UUserWidget
{
	UPROPERTY(Category = "Data", EditAnywhere, Instanced, BlueprintReadWrite)
	class UGameplayData* DisplayThisData;

```

My normal Blueprint: (CheckThisData is saved)

```
UCLASS(Blueprintable)
class UQuest : public UObject
{
	UPROPERTY(Category = "QuestCondition", EditAnywhere, Instanced, BlueprintReadWrite)
	class UGameplayData* CheckThisData;
	UPROPERTY(Category = "QuestCondition", EditAnywhere, Instanced, BlueprintReadWrite)
	int AmountToAchieve;
```

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b666e59e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b666e59e](https://forums.unrealengine.com/u/anonymous_user_b666e59e)\
**Post date:** [November 3, 2016, 6:17pm UTC](https://forums.unrealengine.com/t/instanced-editinlinenew-settings-are-deleted-for-uuserwidgets/373778/2 "2016-11-03T18:17:54Z")

</div>

Hi ellocator,

What class does `UGameplayData` derive from? I tried setting this up using an `EditInlineNew` UObject, and compiling the Blueprint kept the values that I set.

---

<div class="post-metadata">

**Author:** ![ellocator](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@ellocator](https://forums.unrealengine.com/u/ellocator)\
**Post date:** [November 4, 2016, 11:37am UTC](https://forums.unrealengine.com/t/instanced-editinlinenew-settings-are-deleted-for-uuserwidgets/373778/3 "2016-11-04T11:37:46Z")

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Hi ,

Thanks for looking into it.

UGameplayData is derived from UObject.

It’s very interesting that it works for you, that gives me hope that it should work. I am just nor sure what is different. Here is the full code of my 2 test classes:

```
#pragma once
#include "Object.h"
#include "GameplayData.generated.h"

UCLASS(Blueprintable, EditInlineNew)
class GAME_API UGameplayData : public UObject
{
	GENERATED_BODY()
protected:
    UPROPERTY(Category = "Parameter", EditAnywhere, BlueprintReadWrite)
    int32 DummyParameter;
};

```

- 

```
#pragma once
#include "Blueprint/UserWidget.h"
#include "GameplayData.h"
#include "DataField.generated.h"
    
UCLASS(Blueprintable)
class GAME_API UDataField : public UUserWidget
{
  	GENERATED_BODY()
protected:
    UPROPERTY(Category = "Data", EditAnywhere, Instanced, BlueprintReadWrite)
    class UGameplayData* DisplayThisData;
};

```

I create a blueprint from DataField. I tested these scenarios:

1. I open the blueprint, click in the hierarchy on the top element. I set the DisplayThisData field from “None” to “Gameplay Data”, Compile. It reverts back to “None”.

2. I open an unrelated blueprint. Place the new DataField blueprint inside of it. Select it and change the DisplayThisData field from “None” to “Gameplay Data”, Compile, It reverts to none.

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_b666e59e](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_b666e59e](https://forums.unrealengine.com/u/anonymous_user_b666e59e)\
**Post date:** [November 4, 2016, 6:27pm UTC](https://forums.unrealengine.com/t/instanced-editinlinenew-settings-are-deleted-for-uuserwidgets/373778/4 "2016-11-04T18:27:49Z")

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Hi ellocator,

Thank you for the clarification. I was able to reproduce the issue by setting the value for DisplayThisData in the Designer tab. I had previously been setting the value in the Graph tab, and it seems to work fine there. This is very similar to the report that I had entered previously, but I went ahead and entered [UE-38276](https://issues.unrealengine.com/issue/UE-38276) to make sure this was covered as well.

---

<div class="post-metadata">

**Author:** ![SnowFlying](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/snowflying/32/675980_2.png) [@SnowFlying](https://forums.unrealengine.com/u/SnowFlying)\
**Post date:** [April 8, 2023, 12:06pm UTC](https://forums.unrealengine.com/t/instanced-editinlinenew-settings-are-deleted-for-uuserwidgets/373778/5 "2023-04-08T12:06:59Z")

</div>

We hope this Blueprint Class “EditInlinenNew” plugin (which no longer requires any C++ to use the EditInlinenNew feature) will help you.

> **[Blueprint EditInlineNew in Code Plugins - UE Marketplace](https://www.unrealengine.com/marketplace/en-US/product/blueprint-editinlinenew)**
>
> Blueprint EditInlineNew feature for Blueprint Class and Blueprint Variable. To implement the EditInlineNew feature, simply check the check box in the blueprint.
