This should no longer be an issue as of 4.13, we no longer use MarkPendingKill() in the WidgetComponent.
When SetWidget is called, the call to Widget->MarkPendingKill(); causes the widget to lose functionality if the widget being created is the same as the widget previously removed.
Result:
The widget is added to the screen the second time, but no interaction with the widget can be made. Additionally, the SetInputModeForClass() is called from code but the event node in the widget blueprint does not fire the second time (print string does not show up on screen)
Expected:
The widget can be interacted with and the even node is called.
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Editor - UI Systems |
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Affects Versions | 4.12.5 |
Target Fix | 4.13 |
Created | Jul 26, 2016 |
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Resolved | Jul 29, 2016 |
Updated | May 2, 2018 |