Widget REINST after editor close

Hello,
I have seen a couple of similar reports but I can’t seem to resolve my issue.

Upon closing the client my widget (named Equipment) becomes a reinst on restart, and all references to it are no longer valid. The content also disappears in the editor. I’ve posted a before and after pic. I noticed today that when hovering over the widget the tooltip says REINST Equipment C 34. I’ve tried a few different things to resolve - deleting references to it and cleaning out my cache files. Nothing seems to help.

Reinst means something is broken in references, you can try to delete and add it again, it worked for some of mine, but there is some case where you can’t do anything … It’s a known bug (I can’t remember the code) but it’s deep in source code …

Hello ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints/widgets that may be involved?
  4. Could you make sure that you do not have any circular dependencies among the widgets being used?

Can you reproduce this issue in a clean project?
Hi Rudy, I am working on making a small version of the project to send you which reproduces the error.

If so, could you provide a detailed list of steps to reproduce this issue on our end?
Once I have the project to you, you should be able to reproduce.

Could you provide screen shots of any blueprints/widgets that may be involved?
I provided some screenshots above.

Could you make sure that you do not have any circular dependencies among the widgets being used?
There are no circular dependencies.

Things I have tried:
-Deleting the widget and adding it again. (Same error occurs after editor restart).
-Recreating the widget from scratch (same error occurs after editor restart).
-Recreating the widget which calls it (the layout widget which is pictured in the screenshots) from scratch. (same error occurs after restart).
I’ve spent over 8 hours recreating these widgets only to have the error keep occuring.
I’ve also been regularly deleting the saved and intermediate dirs in case something was cached.
Is there somewhere else where things like this could be cached? I would have thought that recreating the widget completely from scratch should solve it.

I see that you mention recreating the widget from scratch. Was this done in a clean project?

In my project, the reinst was because of a custom playercontroller which override playercontroller functions … (If I remember right)

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,

This issue is still happening. I did a barebones migration into a new empty project and the issue replicates there as well.

I feel I should clarify. When I mentioned reproducing this issue in a clean project, I was asking if you could reproduce this issue in a clean project without using any of the assets from the project exhibiting the issue. Is this possible? If not, could you provide the barebones project that you are using so that I could take a closer look?

I’m not sure how I would reproduce it in a clean project. All I did was add a (working) widget to a (working) layout widget. After that it inconsistently exhibited this reinst behavior I was mentioning. I can definitely send you the barebones project, what’s the best way to send?

In my case it was cause of a ref to a playercontroller derivated class, and nothing was able to fix it … I just change the thinking of my widget for something completely different and it worked again :wink:

If you would like to provide the project you could do so by providing a link via google drive or drop box. If you would like to provide this privately, you could send it to me in a private message on the forums.

After taking a quick look through your project, it appears that you have a circular reference issue involving InventoryManagerComponent. After deleting this component from the project and adding a new equipment widget to the designer tab, I was able to save and restart the project without causing the REINST issue. I would suggest looking through this component to find out where your dependency is located. I hope that this information helps.

Make it a great day

Rudy, I appreciate you taking a look through the project. I deleted the component (it isn’t needed), re-added the Equipment widget and it is still happening. Also, my full version of the project where I have rebuilt the widget from scratch doesn’t have that component either.

One thing I noticed over the many times of trying this process is that when you drag a user created panel in, the variable name will be something like Equipment_34 and the Is Variable? will be checked. It won’t let you rename it to Equipment. You first have to rename it something completely different, compile, and then back to Equipment. This isn’t just limited to this project, either. Not sure if that’s a separate issue, though.

The other issue that you mentioned sounds like it would be a separate issue, if you would like to create a second thread and then provide a link in a reply I will be happy to assist you further with your second issue. As for the reinst issue, removing the component that I mentioned appears to fix things on my end. Could you try downloading the zipped down version that was sent to me and run through the steps I provided and let me know if it works in that specific project?

Unfortunately that didn’t work for me. Attached some screens.

It looks like you only removed the inventory manager from the list of components in the widget blueprint. I removed the component from the project. I have provided an example below.

Example:

Thank you for the clarification Rudy. I won’t be able to remove that from my project as it’s heavily used but perhaps I can find the circular reference you referred to.

Hi,
I just wanted to circle back (pun intended) and let you know that after more than 40 hours of trial and error, including 6 hours spent on skype with UE4 veterans I finally was able to resolve the issue. I will share the steps which eventually led me to finding the circular reference in case it will help someone, but it would have been nice to have a debugger or log of some sort to help me pinpoint the issue.

First make a backup of your project!! You will be taking a sledgehammer to it! :slight_smile:

  1. Remove elements from the widget which has the reinst error until you don’t get it anymore. (sounds simple, right?)
  2. Add elements back in until you get it again.
  3. Repeat until you have narrowed it down.
  4. Don’t forget to look in any widgets referenced by the widget getting the reinst error. In my case, the circular reference was happening in the event graph of a widget 2 levels deep.
  5. Don’t go into big blueprints unless you absolutely have to. I wasted a lot of time looking through my controller and another large component. It’s better to start with the widget and work your way back.

I’ve attached the blueprint which was causing the error, although you probably won’t be able to see anything wrong by looking at it.