There was an issue in 4.16 (fixed in CL# 3437205) in which blueprint output pins would hold on to object references until the blueprint was destroyed. It appears that an additional fix may need to be applied to widget blueprints, as they're still holding on to a reference to the last widget created.
The reference will only be dropped when the blueprint containing the node is destroyed, or when it falls out of scope. Because of this, wrapping the create widget node in a function is a valid workaround.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-51408 in the post.
2 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.17, 4.18, 4.19 |
Target Fix | 4.19 |
Created | Oct 17, 2017 |
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Resolved | Dec 1, 2017 |
Updated | Apr 27, 2018 |