No I got that one handled I just open up the BP and then it works fine.
This is an issue with what I would consider a nested widget.
I wrote about what I am trying to accomplish a few posts back but basically I can’t seem to create a UMG Widget (Keypad), that has inside of it another UMG Widget (button) and have that button do anything when you click on it.
I Create a button UMG Widget that has a button object and a text block child. In the OnClick for the button I have it search for all actors for my Actor_BP and then calls an event in it
In this other Actor_BP that I have in the scene it has in the construction a create widget and store in variable. It has an event that I use to process a button click.
If I save the game and then close Editor and re open it when I open that level again the Button itself has an error and is no longer valid (The brush is not used, the default values are not used and becomes REINST with other random numbers instead of Details in the inspector).
If I remove the part of the button that searches for the Actor BP that creates the Widget then the button works will load fine next time I open up the game.
If it would be easier for a screencast or some other way for me to show what is happening let me know unless I am just simply doing this process wrong or it is not going to work right yet.