Description

Widgets provide warnings instead of errors for "Access None". When hitting and access none a widget blueprint does not produce an error. However, a warning can be found in the output log. This appears to be inconstant with other blueprints in the editor(other blueprints produce errors).

Steps to Reproduce
  1. Open the Editor
  2. Create a new widget blueprint
  3. Create a new actor reference variable
  4. Create the blueprint in the attached image
  5. Save and Compile
  6. Open the level blueprint
  7. Add the widget that was created to the view port
  8. Save
  9. Play in Editor

Result: The widget produces an Access None warning instead of an error (an error would be produced if the same setup was used in other blueprints such as the level blueprint)
Expected: An Access None Error would be produced instead of a warning

Have Comments or More Details?

There's no existing public thread on this issue, so head over toAnswerHub just mention UE-59738 in the post.

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ComponentTools - UMG
Affects Versions4.19.2
CreatedMay 30, 2018
UpdatedJul 31, 2019