# Why do my widget's components become None when I make a child class from it?

**URL:** <https://forums.unrealengine.com/t/why-do-my-widgets-components-become-none-when-i-make-a-child-class-from-it/1317176>\
**Category:** UI\
**Tags:** unreal-engine, null, UI, Blueprint, question\
**Created:** [September 30, 2023, 1:16am UTC](https://forums.unrealengine.com/t/why-do-my-widgets-components-become-none-when-i-make-a-child-class-from-it/1317176 "2023-09-30T01:16:16Z")\
**Posts on this page:** 1\
**Page:** 1

<div class="post-metadata">

**Author:** ![heyx3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@heyx3](https://forums.unrealengine.com/u/heyx3)\
**Post date:** [September 30, 2023, 1:16am UTC](https://forums.unrealengine.com/t/why-do-my-widgets-components-become-none-when-i-make-a-child-class-from-it/1317176/1 "2023-09-30T01:16:16Z")

</div>

I’ve got a custom widget that owns an Image component, and in PreConstruct does some stuff to it.

I then make another Blueprint, derived from the widget type. In that Blueprint, I do not add or change anything. It’s an empty, plain child.

However, when I spawn the derived Blueprint instead of the Base one, I get errors within the base type’s PreConstruct about the Image component being None. These errors still happen if I change from PreConstruct to Construct or OnInitialized.

What am I doing wrong?
