# \[UE5.1.1, Bug report\] Widget does not set text unless asset is reloaded.

**URL:** <https://forums.unrealengine.com/t/ue5-1-1-bug-report-widget-does-not-set-text-unless-asset-is-reloaded/874567>\
**Category:** Issues and Bug Reporting\
**Tags:** unreal-engine, question\
**Created:** [April 7, 2023, 6:28pm UTC](https://forums.unrealengine.com/t/ue5-1-1-bug-report-widget-does-not-set-text-unless-asset-is-reloaded/874567 "2023-04-07T18:28:08Z")\
**Posts on this page:** 1\
**Showing post:** 13

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**Author:** ![Roy\_Wierer.Seda145](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/roy_wierer.seda145/32/906551_2.png) [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Post date:** [May 26, 2023, 12:48pm UTC](https://forums.unrealengine.com/t/ue5-1-1-bug-report-widget-does-not-set-text-unless-asset-is-reloaded/874567/13 "2023-05-26T12:48:01Z")

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Sadly no 😕 . I tested it just now, specifically cleared the textblocks default text, saved, then reconnected the PreConstruct method which sets the text from a text property. The text property holds the placeholder value. I restart the game and it simply says “Placeholder”. Then I reload the button asset and it gets the correct value. The correct value is set by a parent UserWidget which holds a list of buttons, there for each button the text property is set to a localized value on the editor panel. Crazy right? It’s not even everywhere it’s just random if it happens on a certain UserWidget both game and editor. Once it happens it stays.

![afbeelding](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/1/7/91798e1628ae24b10650221ba8046ca76e70dec6.png)

![afbeelding](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/e/5/5e5c71df4c805f40d45cc33c2e4683f3e398b8df.png)

It’s not some weird hidden logic this happens on 100% blueprint widgets directly inheriting from UUserWidget

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