Blueprint working in "development build" but not in "shipping"

Hi all,

I’m more a C++ guys and I found an issue in our game where the BP is working properly in all build that are not shipping one.
How do you guys track those issue ,
What can make a BP not working in a shipping build?

Thanks,

Have you checked the packaging and game logs?

There are certain nodes that are for debug purposes only. It would be helpful to see the offending blueprint.

Yeah but in shipping mode, I have no log at all.

Here is the BP.
The event is called and should spawn an actor. But it’s not working in shipping and perfectly in development/editor.
139f9a60989dac0c0031a377a155699e4c28b843.jpeg

Thanks for your help!

Code looks solid, can you be more specific about what is not working? It may also help to put in a little UMG widget that prints messages to the screen in a way similar to print string as print string won’t work in shipping builds. Then you can pinpoint which nodes are and are not being called successfully.

Ok I found, I was using FStringReference and in shipping, they don’t contains the “_c” so the class was not properly loaded, so no spawn possible :smiley:

So the issue wasn’t the BP but a parameter used in it!

huzzah! Congratulations on this victory!