I’ve encountered a very weird issue. I’ll include screenshots below. This is also happened to a few other devs I’ve worked with as well. Also keep in mind this is NOT a multiplayer issue. this is a single player project, and my controls are in the controller anyway.
My current set up, I’m making a tarkov style inventory. So I’ve created Key item slots, grid based inventory widgets etc. Game runs fine so no issues on performance or functionality.
So I’ll simulate the game in PIE, And right away I see in my Blueprint debugger that its created 8 widgets (2 of each type of key item). I haven’t even opened my HUD yet. I am using a HUD Blueprint (HUDCLASS) that inherits from the C++ Native Hud Class.
Once I open my hud, Then it creates the inventory, key item slots etc like its suppose to. but this is in addition to the 8 “Shadow” Instances created. so now I have 12 total.
These “shadow” widgets have no data in them and they are created before the HUD’s Begin Play. I don’t have anything plugged in to the EV Begin play but I threw a print string there so I could add a breakpoint. In the blueprint debugger litteraly right before the event play is called it says “Object no longer exists”
Even more confusing is that the garbage collection system does not clean these up. I can’t recall the “Target time” the garbage collection runs a clean up but I’m sure its less than 5 mins.
I’ve checked my player, Controller, HUD, GI, and all the widgets. there is no event calls that double fires the creation of those widgets (they technically don’t even exist yet anyway)
The ONLY Difference between the widgets that are Shadow created, and the ones that aren’t is in my Player Inventory. I’ve added a “User Widget” to the heirarchy the “Key Items” (Large Weapon, Sidearm, vest, backpack) and Backpack Content (my grid for backpack contents) these are the ones that are created before the hud.
So is this a bug or is there a reason user widgets need to be preloaded before even the hud is loaded? and why 2 copies?
Thanks for your Help





