This is a bug that I can see since a long time ago.
I have a UserWidget, with a custom property marked as “Expose on spawn” and “editable”
Here you can see i´m adding pawn (current player) reference, so it´s impossible to have it empty, as he is the one creating the widget.
Intermediately created, if you try to read property “Heroe Base Actual” will be null… it´s like exposed on spawn fields are not took in consideration, but just for user widgets, for blueprints work ok.
Also, If I set SELF as a second step using the ReturnValue.HeroeBaseActual = self, it works ok, it just fails while using it on expose on spawn.
Tested today 09.2020 in 4.25, still not getting “Expose on spawn” properties passed to widget. Bug still exists after years or i am doing something wrong?
Can confirm. Still some weird/undefined behaviour when trying to use “Expose On Spawn”-set variables inside the Construction Script of a widget. Sometimes it actually seems to work, and then it starts failing again without touching it (e.g. after restarting the engine/editor) .
Exposed on Spawn Variable won’t be accessible in event “On Initialized”. Adding a 1 frame delay solves the issue, but then other functionality needs a 2 frames delay and this scales up…