Hi, I’ve been playing with UMG a lot over the last few days. At the moment I’m enjoying it but I have one rather annoying problem.
For some reason any “Text Blocks” I add to my widgets after some time they end up reverting back to display “Text Block”. I initially got around this by creating a “Text” variable and having the text block set its content to the variable, however today for some reason the “Text” variables are starting to clear themselves and become blank.
I’m not sure whats causing it. I compile, save and test and the text displays what I’ve set them too. after a while of doing other things in different BP’s I test the game again and they appear as “Text Block”
Is anyone else experiencing this? Is this all ready a known issue? Any help would be appreciated.
Yeah it’s a known issue, but tracking down the root cause has proven difficult. If you find a reproducible case that works every single time, I would love to know it
I believe I’m having difficulty with this bug, or possibly related. I’ve taken a few screenshots of the widget I have setup. This is the second time I’ve created this widget from scratch, and the same problem seems to keep occurring, which is that the widget will not display any text in the textblock. I will explain the setup below, and please take a look at these screenshots: Dropbox - Error
The user presses “E” on a usable object, which constructs the widget and passes in the String variable that it holds (source of the dialogue to display).
The widget is an Overlay panel with two images and one textblock. The text field is left as the default “Text Block”. I created a binding for this field, which gets the value of the String variable “Text” stored on the widget (exposed on spawn, set by the constructor). I convert the String type to Text in the binding function. (I would just use Text type but that type can’t be exposed on spawn).
The widget is spawned correctly, but the text field is blank. It shows neither the default text, nor the provided text.
I’ve tried setting the String variable to “expose on spawn”, then changing its type to Text(which will actually expose the text on spawn) but that didn’t seem to make a difference, and would only cause confusion down the road.
I’ve also tried enabling the TextBlock as a variable in the designer, then calling “Set Text” in the Construction Event. That did not work either.
I hope I’ve made this clear enough, please let me know if you have any questions about it. I love UE4 and UMG and really hope to see it improve.
I have just a couple of quick questions for you. First off however, thank you for the information and screen shots you have provided.
Quick questions:
I see that you are stacking widgets. Could you make sure that your text block has the highest zorder? This is to make sure that it’s not being placed behind your images after being rendered.
Could you list out steps for a consistent reproduction of your issue?