Nested Widget Blueprints Visible bug

This is a bug that it wasn’t present in 2 versions ago, the same code now doesn’t work anymore.

I have a WB always visible and within that another WB.

This is the piece of code that switch the visibility of the inner widget:

Bugs:

  1. if the default behaviour visibility is “Visible” => inner WB drag and drop events works but setting to “Hidden” doesn’t have any effect (actually the text “available spells” just become less brighter).

  2. if the default behaviour visibility is “Hidden” => visibility works (when a button is pressed the menu is correctly displayed and hidden) but inner WB drag and drops events stops working.

Hello MaxiHori,

I have a few questions that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. What version of the engine are you using?
  2. Can you reproduce this issue in a clean project?
  3. If so, could you provide a detailed set of steps to reproduce this issue on our end?
  4. Could you check to make sure that the widget is not being added to the screen multiple times?
  1. 4.7.6
    2-3) I cannot reproduce it, I made another project and basic nested WB works. But mine contains a lot of sub-items and drag & drops functionality.
  2. there is only 1 add to viewport (unless there are other ways of adding them, I just added it once)

I wouldn’t mind uploading the entire sourcecode if you can help (I would of course cut everything unrelated so it is easy to see)

here what is interesting, by setting Visible as default,
Visible:

40442-visible.png

Hidden:

40443-hidden.png

in visible mode it seems like it just get the text font in bold

Ok, even more weird, I created another widget blueprint and added to the main one with visible as default:

hidden:

40448-hid.png

visible:

40449-vis.png

full Main WB:

Hello MaxiHori,

Thank you for the additional information, I have a few more question for you that will help narrow things down further.

Quick questions:

  1. What blueprint are you using to add the widget to the viewport? (I see it in the screen shot but I do not know which blueprint is calling it)
  2. Is that blueprint being created more than once?
  3. Does it make a difference if you use the collapse setting instead of hidden?
  4. If you use remove from parent do you still get the same effect (not fully removing the widget)?
  5. If so, does using a “get all widgets of class” node and running that into a remove from parent node fully remove the widget?
  1. That was it!!!

sorry I completely missed that, I placed another instance of my custom character blueprint in the game to test interactions and I completely forgot.

thank you very much