Blank/Missing Sprites on Packaged Build

I am working on a 2D game that uses Texture2Ds, Sprites, PaperZD, and UMG widgets, and am having trouble packaging it. Specifically, many of the sprites are rendering as white squares.

When I play my game in the editor and standalone, everything works as expected. When I try packaging & playing my game, however, many paper sprites are missing (and are rendered as white squares).

Packaged:

In-Editor:

I tried tweaking the cook settings to ensure all textures and sprites were cooked, but that didnt do anything to fix my issue.

This makes me think it’s not a cooking issue, and I was able to verify this hunch by creating new sprites and reproducing the issue with them.

I use the problematic sprites in flipbooks, which are then referenced in animation blueprints. When I remove the references from my blueprints, my sprites finally show up on the UI, which is very strange because the UI is merely trying to show a sprite not a flipbook. The reason the ‘may’ character renders on the screen is simply that I removed the reference to her idle flipbook animation from her animation blueprint…

Does anyone have any suggestions or tips on how I can fix/debug this?

I have encountered the same issue. My Sprites are configured in the DataTable and included in the packaging directory. It can be displayed directly in the UserWidget, but when retrieved from the DataTable and set, it appears as a blank image with a size of 0.

I have found a temporary solution. It only requires loading the corresponding UTexture before the first reference to the Sprite. However, this loading process can disrupt asynchronous loading, so the fundamental problem has not been resolved for now.