Issues v29.30-30 with Exposed Widgets

I saw this in the v29.30 updates:
“You can now expose UMG widget assets to your Verse code. Then you can use your widget with Verse APIs to add it to a player’s UI, similar to how you previously worked with widgets that were defined all in Verse.”

I currently don’t see my Widget Blueprints in “Assets.digest.verse”. Even with it not showing there I tried accessing it in Verse through “FolderName.FileName” and it didn’t recognize the folder. I tried creating a new one in case it was bugged on older version assets and didn’t see it stil. I also do not see any options to expose it with a selection and I can’t find any documentation.

I know this is a day old, but I’m curious if any can give me some quick pointers as to what I am missing.

Thanks!

K just saw this for anyone curious:

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Any updates on this? They said it should be fixed but I still don’t see any UMG assets in the assets.digest nor do I see an option to export.

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Just read in the link above that they did yesterday but I haven’t had a chance to check it.

I’m assuming “UMG assets exported to asset.digest” is the automatic process that the engine does like with Textures, unless there is something I’m not understanding. I still just see Meshes and Textures showing up there. Is this coming in a future update and not a hotfix? Or am I misunderstanding all the things @Amanda.Schade haha?

Thanks!

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Has anyone figured it out? Do I need to manually export the UMG widget to the assets folder or is it automatically done? Btw I created my project before they rolled out this new update.

Now since patch 30.00 UMG assets are finally exposed in assets.digest.

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Did you managed to make them work?

image

Although they’re exposed in Assets.digest, they’re not referenced as assets in Verse.digest

Is this a bug? Should we open another topic related to v30.00?
@Amanda.Schade @Flak help pls

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Second this

i don’t think this was actually fixed, i don’t see anything in v 30.00 patch notes about the issues being handled ?

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Yea looks like we can’t do anything with it yet.

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I observed a few things that might be helpful:

  1. You can access the widgets shown in Assets by including using {HUD} at the top of the file where you need to access that asset.
  2. However, I haven’t yet figured out how to access the text blocks within a widget directly. As a workaround, I’m planning to convert the widget to a canvas first, and then access the child widgets, such as text blocks.

Let me know if this is what you were looking for!

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I’m not sure we’ll be able to bind to our UMG widgets and edit them through verse yet, but if we can even have access to the UMG widget assets we create, this is a huge plus :smiley: thanks for sharing!

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You were able to access the widgets in assets? the {HUD} include doesn’t do anything for me but throw error squiggles :sweat_smile:

I am seeing it now in Assets.digest.verse

But when I try to access it in my code, it seems to show up as some sort of tuple and not a widget. I tried casting it to a widget and then tried adding it to my UI without doing anything, but neither worked. I also tried accessing elements of the tuple, but that didn’t result in anything either. (there should be error squiggly lines everywhere but that also got bugged. Errors are shown at the bottom.)

I changed the thread title to reflect the issue developments.

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Yup it’s exactly like that. Maybe the patch tomorrow will add some functionallity.

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K thanks for the confirmation @l8ape and everyone else. I posted a bug report with a link to this forum post.

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I dont see the Assets.digest.verse in my files!

Hey @davidpkami , if you open a verse file in VSCode from your UEFN session, it will be shown in the explorer section on the left-hand side under all of your verse files. It is auto-generated, so it’s not something you change, but it shows what assets are available for you to reference in your Verse files.

I had a problem in my code as it was super old. This was the fix: Assets.digest.verse is not available - #8 by davidpkami

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