Issues v29.30-30 with Exposed Widgets

I am still having issues when instantiating widgets defines in Asset.digest in v 30.30

If I have something like this that instantiates a widget in UI folder:
W := UI.W_CaptureScore{}

I will get following error when uploading to private version:
Module f8522af7-4f9a-c9d1-966a-9aa4a7db95da v466 referenced by this project has safety_status failed_soft and cannot be loaded.

For anyone who still has this problem, it seems the asset is just a class, and to use it you need to create an instance of it.

Before it was throwing this error:
image

When I created an instance it stoped throwing the error.
image

1 Like

Actually, nevermind. The compilation errors stopped, I was able to compile and lauch the game, but while it’s processing on the server it throws an error saying the class was not found in the module.

Any updates on this?

Bumping this thread, this still doesn’t work in the latest version!

All I am doing is referencing the widget blueprint I created in verse like

var ShiftTimeWidgetBP : widget = UI.ShiftTimeMod{} 

and the verse code compiles but when I push changes, it errors:

VerseBuild: Error: C:/build/FortniteGame/Plugins/GameFeatures/f23b6d1e-4a52-9324-8e1a-58b144d2b2a6/Content/ObjectiveManager.verse(30,41, 30,53) : Script error 3506: Unknown member ShiftTimeMod in UI.

LogSolLoadCompiler: Error: Forcing exit after Verse compilation failure due to command line parameter -ExitOnVerseCompileFailure

LogSolLoadCompiler: Error: Forcing exit after Verse compilation failure due to command line parameter -ExitOnVerseCompileFailure

We hit an error while cooking this content

errors.com.epicgames.content-service.cook_failure

CookJobId:7e8a8a9c-ecf7-4758-94b3-2247f118c3c1

An error occurred while communicating with the game servers (failed to cook module f23b6d1e-4a52-9324-8e1a-58b144d2b2a6 (artifact 4aab2ecc-703c-442e-b556-1ddc2ae8a312:pc) (cookJobId 7e8a8a9c-ecf7-4758-94b3-2247f118c3c1) with error code errors.com.epicgames.cookplugin.versebuildscripterror).

VerseBuild: Error: C:/build/FortniteGame/Plugins/GameFeatures/f23b6d1e-4a52-9324-8e1a-58b144d2b2a6/Content/ObjectiveManager.verse(30,41, 30,53): Script error 3506: Unknown member ShiftTimeMod in UI.

VerseBuild: Error: C:/build/FortniteGame/Plugins/GameFeatures/f23b6d1e-4a52-9324-8e1a-58b144d2b2a6/Content/ObjectiveManager.verse(30,41, 30,53) : Script error 3506: Unknown member ShiftTimeMod in UI.

VerseBuild: Error: C:/build/FortniteGame/Plugins/GameFeatures/f23b6d1e-4a52-9324-8e1a-58b144d2b2a6/Content/ObjectiveManager.verse(30,41, 30,53): Script error 3506: Unknown member ShiftTimeMod in UI.

The doc Exposing Assets with Asset Reflection to Verse in Unreal Editor for Fortnite | Unreal Editor for Fortnite Documentation | Epic Developer Community does not mention anything about widget exposure, it only says you can currently expose “Meshes,Textures,Materials,Niagara VFX Particle Systems” And I don’t recall widgets ever being mentioned in any patch notes for being available, I’d assume that they’re not properly implemented at this point in time

There’s a paragraph in the Fortnite Ecosystem v29.30 news post that mentions:

Expose UMG Widgets to Verse
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.

Weird thing, the v29.30 Release Notes linked in that news post doesn’t exist anymore.

I have another post reporting how the code does compile when writing a line such as Widget : UI.ExampleWidget = UI.ExampleWidget{} but will show an unrelated error when trying to Launch Session (which took me some time to understand what was wrong).

2 Likes

Has this been fixed in the last update?
image

They added it as a "new’ feature

1 Like

Someone has an example of how to do it since the last update.

image

Every time I try to add the WID with the function from player_ui with the AddWidget the code dose not compile because the AddWidget function only allows type widget to be added but my custom WID is a different type because every one of the Widget Blueprints creates it’s own type even if they inherit from base type widget.

It would be very helpful to at least be able to show static Widget Blueprints and not use one of the 5 layers the HUD Message Device…

Code:

if (PlayerUI := GetPlayerUI[Player]):
    PlayerUI.AddWidget(WID.WID_Test)

Try replacing it with this (I assume WID_Test is the name of your widget)

if (PlayerUI := GetPlayerUI[Player]):
    PlayerUI.AddWidget(WID.WID_Test{})