When a widget Blueprint that is derived from a custom UserWidget class containing a custom EditInlineNew UObject class property is compiled, any value that has been set in the UObject property is reset to None.

This is almost certainly the same issue as UE-21890.

Steps to Reproduce
  1. Download the attached project.
  2. Unzip the project.
  3. Associate the project with your Engine
    • Project created in Main (CL 3186822)
  4. Build the project in Visual Studio.
  5. Open the project in the Engine.
  6. Open the DataField_BP Blueprint.
  7. Select the root element of the widget hierarchy (DataField_BP).
  8. In the Details panel, set the value of the "Display This Data" property to "Gameplay Data".
  9. Click the Compile button.
  10. Select the root element of the widget hierarchy again.

The "Display This Data" property is reset to "None."

The value set in the "Display This Data" property remains as it was set before the Blueprint was compiled.

If the "Display This Data" property is set in the Details panel of the Graph tab and the Blueprint is compiled, the value remains set and can then be used in either the Graph or Designer tabs.

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ComponentGameplay - Blueprint
Affects Versions4.13.24.15
Target Fix4.17
CreatedNov 4, 2016
ResolvedJun 15, 2017
UpdatedJun 11, 2019