Summary
Newly created UMG User Widgets can no longer be placed in the world as in-world widget entities. On the first drag attempt into the viewport or prefab editor, the editor throws:
(widget name) has no reflected Scene Graph entity. Ensure all of its variables have default values and recompile Verse.
This occurs even on a brand-new widget containing no Verse variables at all — a single unbound Text Block and nothing else — so there are no variables that could be missing default values. Restarting the editor allows the widget to be dragged in on the next attempt, but the placed widget then never renders: it is invisible from every angle and at every scale, and remains invisible after any scaling adjustment.
This affects only newly created widgets. A widget created previously (before this behavior began) still places and renders correctly, and a duplicate of that pre-existing widget also places and renders correctly. Only widgets created from scratch after the onset exhibit the failure. This was working correctly the previous day, and no editor update was installed in the intervening period (nothing shown in the Epic Games Launcher Downloads Manager for at least two days). Reproduced dozens of times across multiple newly created widgets.
Version: 5.8.0-55550516+++Fortnite+Release-41.20
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
UI/Tools
Steps to Reproduce
1: Restart Unreal Editor for Fortnite completely.
2: In the Content Browser, create a new UMG User Widget (right-click → User Interface → Widget Blueprint, parent class User Widget). Do not add any Verse variables or bindings.
3: Open the widget and add a single Text Block to the canvas. Do not bind it. Compile and save.
4: Recompile Verse.
5: Attempt to drag the widget from the Content Browser into the viewport (or into the prefab editor of an existing entity prefab).
6: Observe the error: (widget name) has no reflected Scene Graph entity. Ensure all of its variables have default values and recompile Verse. — despite the widget having zero variables.
7: Restart the editor.
8: Attempt the drag again. The widget now places successfully.
9: Scale the placed widget instance (in-world UMG widgets default to roughly 10x too small, so scaling up is normally required for visibility). Observe that the widget never becomes visible, from any camera angle or distance, at any scale.
10: For comparison, drag a widget created prior to this behavior beginning, and a duplicate of that same pre-existing widget, into the world. Both place without error on the first attempt and render correctly after scaling.
Expected Result
A newly created UMG User Widget with no Verse variables should drag into the viewport or prefab editor without error on the first attempt, since there are no variables that could be missing default values. Once placed and scaled, it should render in world space and be visible, matching the behavior of widgets created before this issue began.
Observed Result
The first drag attempt fails with has no reflected Scene Graph entity. Ensure all of its variables have default values and recompile Verse. even though the widget declares no variables. After an editor restart the drag succeeds, but the placed widget is invisible at all scales and from all angles. Pre-existing widgets and duplicates of pre-existing widgets are unaffected and behave correctly.
Platform(s)
Windows PC — Windows 11 (25H2) [10.0.26200.8457] (x86_64)