We have a user created widget, which contains a widget switcher with vertical boxes containing additional user created widgets. Those widgets in the vertical boxes have their Navigation set to Custom for up and down (and Stop for left and right), and the custom function was initially a BP function created by the editor but is now in c++. When launching PIE from the editor or with -game from Visual Studio the custom navigation works as expected, but when launching from a Steam build (or a local windows build) the custom navigation no longer gets called and no breakpoints get hit. C++ function signature looks like this:
UFUNCTION(BlueprintNativeEvent, BlueprintCallable) UWidget* NavigateSettings(EUINavigation Direction);
Steps to Reproduce
Add several user created widgets to a vertical box, set the left/right navigation options to Stop and the Up/Down options to Custom, link to a navigation function and test in editor. Notice that the navigation function works as expected. Create a local or Steam build, launch and test that build, notice the navigation function is no longer called as expected.
Hi Jeremy,
We’ve seen some similar issues around defining custom navigation rules on UserWidget instances, though it’s odd that you see it in a packaged build and not in the editor. I have a feeling it’s related to load order, since anything you’ve ever opened in the editor will stay loaded. There were some fixes in CL# 40907348, could you try grabbing that to see if it helps? If that doesn’t work for you, we’ve had some luck setting the navigation rule on construct, so you could give that a try.
Best,
Cody
Hello Cody,
We pulled in CL# 40907348 but there was no improvement. I took your advice and set up the custom nav in the widgets’ construct and that was successful. I appreciate the help.
Jeremy