Invalidation box appears inconsistent when using child widgets

Tools - UMG - Jun 21, 2018

Invalidation box appears to be inconstant when using a child widget that has been added via the user created section. A child widget that modifies itself will not update when placed inside of an inv ...

[CrashReport] UE4Editor_SlateCore!FHittestGrid::FindFocusableWidget<<lambda_3a8b364273a2882da220e6e492096c17>,<lambda_d0075a811a928600995d1b2de6795365>,<lambda_105424556dbaeebf7f5bf9bed3e2f737> >() [hittestgrid.cpp:397]

Tools - UMG - Jun 18, 2018

No user comments in crash group 394 for (StrideCellPoint[StrideAxis] = StrideAxisMin; StrideCellPoint[StrideAxis] <= StrideAxisMax; ++StrideCellPoint[StrideAxis]) 395 { 396 ** ...

Warnings Log spam when pasting a widget into any panel widget

Tools - UMG - Jun 8, 2018

An increasing amount of warning show up in the output log as a widget is pasted into a name space that is part of a widget that has been added to another widget via the user created section. Examp ...

UUserWidget::NativeDestruct may be called on a preview widget if PIE is started while the widget needs compilation

Tools - UMG - Jun 4, 2018

By starting PIE while an uncompiled widget is open in the widget editor, it's possible to trigger a call to NativeDestruct on the preview widget. This is especially dangerous because NativeConstruct ...

Widgets provide warnings instead of errors for "Access None"

Tools - UMG - May 30, 2018

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 appea ...

Crash when a nested widget is set to "Force Slow Construction Path"

Tools - UMG - May 25, 2018

Does not occur if the root widget also disables the fast path. As a result, the current workaround is to ensure that the fast construction path is also disabled on the parent widget by making sure ...

UMG widget callbacks do not set PIE context in editor

Tools - UMG - May 21, 2018

This is from a UDN post. Several gameplay functions, such as level streaming and SoftObjectPtr resolution, depend on the GPlayInEditorID being set when that code is executed in PIE in the editor. T ...

When creating a new widget that derives from an existing widget it will not show up in the palette hierarchy after restarting the editor

Tools - UMG - May 15, 2018

When creating a widget based on a widget that is available by default in the editor it will not show up in the palette once the editor has been closed until the widget itself has been opened during ...

Widget clips incorrectly when added at runtime

Tools - UMG - May 14, 2018

When adding a widget at runtime the widget it appears to clip in correctly. If the widget is more than half way off the screen, the entire widget disappears. ...