So i try to describe this as short as possible.
Engine version :4.7 preview 7
I added a UMG widget to my Character which displays a value.
And this value should be updated from the character itselft.
And as long as i dont save and close the engine everything works.
But when i actually close the engine and restart it at a later point , or try to build the project, the class of the Widget is set to None.
I could trace this issue back to the Cast node i added to call functions on the widget.
As long as i dont try to cast it to the right Class the Class is beeing saved after the restart.
I guess this is a bug or am i doing something wrong ?
Hi Exxello, I am having the same issue, it has been working fine for the past couple of months and now it just won’t stop setting the class to none every I open the project. Again, mine is a component widget inside a blueprint.
Have you found a fix yet?
Sounds like there’s still some outstanding issues with circular references. It’s probably being nulled out in the linker loader step because the class isn’t available to be used and a reference properly created.
Thanks, will this be resolved in a soonish release? Or do you know of a work around? As the OP said not casting to the class seems to keep it set there, however as soon as its casted it will be set to none, although some of my other casted UMG widgets work fine sometimes. So its hard to determine the exact problem, however casting seems to be the culprit.
Apologies I saw this elsewhere on the forum, an Epic Staff member said that this problem had been fixed internally and would be fixed in a future update. I thought it was an answer on this post but clearly not. That’s all I know I’m afraid.
I cant seem to reproduce it in a new project, however as long as I don’t cast the 3D widget it appears. I attached an image of what I did in blueprints that causes it to disappear. It only happens to certain bp’s not all of them.