Why are my Widgets nodes not passing data and changing appearance on each project opening?

I’m using Unreal Engine 5.5.1 and my widgets are experiencing weird behavior each time I open my project, this behavior started on Sunday 2/2/24 afternoon GMT+1.

Basically when I open my project the appearance of my Create Drap and Drop Operation node will have changed and won’t be passing any data anymore, and the same goes for all the Create Widget nodes.

I then need to recreate a new Create Drag and Drop Operation node that will then have the correct appearance, relink all the pins and I need to go through ALL the Create Widget nodes one by one and Refresh them individually for my project to start working again normally.

After I close the project and start it again, the issue will appear again and it’s endless. It’s a huge waste of time and I’d love to know if there’s a way to resolve this and what is causing this strange behavior?

Here’s what my Create Drag and Drop Operation node looks like when I start my project:

And here’s what it looks like after I recreated it:

Thank you in advance for your help, I’ve been racking my brain over this and this is becoming unmanageable with the size of the project.

• does it happen with a basic data type instead of a struct?
• does it happen without the plugin that alters the look of the wires? (probably irrelevant)
• was this project updated from an earlier engine version?

In short: data pins shift position and disconnect after engine restart, is that it?

• does it happen with a basic data type instead of a struct?
Yes, after restart the Drag and Drop Operation just doesn’t pass any data at all.

• does it happen without the plugin that alters the look of the wires? (probably irrelevant)
Yes, the problem also occurs without the plugins activated.

• was this project updated from an earlier engine version?
No, this project is natively from Version 5.5.1

In short: data pins shift position and disconnect after engine restart, is that it?

Only the data pins on the Create Drag and Drop Operation shift for unknown reason and leads to all the Create Widget nodes to not pass data too. The pins are not disconnected from the node, but I need to create a new node, and then reconnect the pins to the new node and go refresh the Create Widget nodes. Refresh doesn’t fix anything on the Create Drag and Drop Operation node, however for the Create Widget nodes, Refresh is sufficient to fix them, I don’t need to replace them with a new Create Widget node.

Thanks for clarifying, that’s even worse. The next 2 questions:

  • can you reproduce it in a new widget
  • can you reproduce it in a clean project

In case this is as broken in v5.5 as you say, as a temporary workaround, consider using the Payload pin:

You can expose data pins on the constructed object.

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I’ve tested this in v5.5.3 and it seems to behave correctly:

Tested it 3 way:

  • setting struct data for the dragged widget
  • for the visual
  • for the custom OP itself

All 3 get delivered onDrop. Restart the project → still the same. Nothing shifts or fails to pass the data.


Consider applying engine hot-fixes. If that does not help, you may need to recreate the widget from scratch.

I tried to migrate the project to another computer that uses version 5.5.3, the problem persists, I think I’ll consider your suggestion to recreate the widget from scratch at this point.

Hopefully this will solve the issue.

Any idea at to what may cause this? Anyway, thank you very much for your time and efforts regarding this issue.

I’ll mark your last answer as solution if recreating the widget fixes the issue (hopefully).

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I’ve only seen this (or very similar) behaviour in relation to structs. But if you say it also happens to the basic types, like float / int, then I am at a loss :expressionless:

I hate to admit it, but somehow recreating the widget from scratch seems to have fixed the issue.

Thank you very much for your help!

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BPs can get corrupted like this :frowning: Thanks for the update!

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