I’m building a new options menu for my game and ran into a wierd issue, when opening the menu in the viewport or in PIE, everything works as expected, all events trigger and ui elements load. However, opening the menu in standalone results in the menu opening but none of the events fire, including pre-construct, construct, and initialization resulting in the menu showing every window I set up and all of the buttons are unresponsive.
I also have a ‘controls’ menu that i built in a very similar way, which works perfectly fine.
I have the key icons bound to a function that selects which icon to show based on if there is keyboard and mouse input or controller input, and the scroll boxes are set to collapsed on event construct, both of which do not seem to trigger in standalone.
If anyone knows what may be happening here, I would be very greatful if I could recieve some guidance on how to resolve this issue. Thanks.
So far, from my own testing it seems to be caused by the checks for Nvidia Reflex and Frame generation. I’ve updated my drivers, and even moved up to UE5.5.4 and upgraded to DLSS 4, but the issue still persisted.
I just ran into an issue EXACTLY the same as you described here. I had a settings widget that would not fire any events in the standalone game mode, but other menus worked (despite being setup in the same way).
Now this is where I don my tinfoil hat and tell you what fixed things for me, and I hope this helps you out as well.
Do you happen to copy and paste your blueprint code? For instance, if you were to add a new button to your UI, would you copy paste blueprint code that did the same thing from a previous button.. cuz for me that is what messed it up. I don’t know what kind of bug would cause this entanglement, but when I rolled back my changes, and then rebuilt the blueprint (the literal exact same way), without using copy-paste, then all events magically fired, and all the UI generated in standalone mode.
This is a longshot at best, but in the event this gets you, or others stumbling here in the future unstuck, I shall call it a win.
I ran into the same issue, and so far I’ve tracked it down to DLSS 4 being the culprit. If you disable those nodes from the blueprint — the problem goes away. Most likely, the issue is on Nvidia’s side.