It was being created well until now, but when the editor was shut down and opened again during the Unreal Editor compile, it suddenly couldn’t create a widget.
LogSpawn: Warning: SpawnActor failed because no class was specified
I didn’t work on the widget part.
When I rewind the c++ file, the missing widget does not return.
If you turn the debug, the pointer address exists properly.
And even if you add widget with blue print instead of C++, it will not be generated.
It’s the same when I create a new widget and try it.
UPROPERTY(VisibleInstanceOnly, Category = "Widget")
TSubclassOf<UUserWidget> MainMenuWidgetClass;
UPROPERTY(VisibleInstanceOnly, Category = "Widget")
class UWG_MainMenu* MainMenuWidget;
static ConstructorHelpers::FClassFinder<UUserWidget> BP_Main(TEXT("/Game/Widget/BPWG_mainMenu"));
if (BP_Main.Succeeded())
MainMenuWidgetClass = BP_Main.Class;
if (IsValid(MainMenuWidgetClass))
{
MainMenuWidget = Cast<UWG_MainMenu>(CreateWidget(GetWorld(), MainMenuWidgetClass));
if (MainMenuWidgetClass != nullptr)
{
MainMenuWidget->AddToViewport(0);
}
}