# Blueprint libraries are invisible at standalone runtime, fail at packaging time

**URL:** <https://forums.unrealengine.com/t/blueprint-libraries-are-invisible-at-standalone-runtime-fail-at-packaging-time/376421>\
**Category:** Plugins\
**Tags:** unreal-engine, bug-report, Plugins, question, Blueprint\
**Created:** [November 16, 2016, 12:54am UTC](https://forums.unrealengine.com/t/blueprint-libraries-are-invisible-at-standalone-runtime-fail-at-packaging-time/376421 "2016-11-16T00:54:03Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![turfster](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@turfster](https://forums.unrealengine.com/u/turfster)\
**Post date:** [November 16, 2016, 12:54am UTC](https://forums.unrealengine.com/t/blueprint-libraries-are-invisible-at-standalone-runtime-fail-at-packaging-time/376421/1 "2016-11-16T00:54:03Z")

</div>

Blueprint libraries are still broken in the final version of 4.14.0  
They work fine in editor, but as standalone, they’re just not there, and they’re unpackageable.

```
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.11.16-00.47.11:524][0]LogInit:Display: LogBlueprint:Error: [Compiler FirstPersonCharacter] Error Could not find a function named "BPlibtestSampleFunction" in 'FirstPersonCharacter'.
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: Make sure 'FirstPersonCharacter' has been compiled for K2Node_CallFunction_12 from Source: /Game/FirstPersonCPP/Blueprints/FirstPersonCharacter.FirstPersonCharacter
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.11.16-00.47.11:535][0]LogInit:Display: LogBlueprint:Error: [Compiler FirstPersonCharacter] Error This blueprint (self) is not compatible with ' self ', therefore that pin must have a connection. from Source: /Game/FirstPersonCPP/Blueprints/FirstPersonCharacter.FirstPersonCharacter
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.11.16-00.47.11:546][0]LogInit:Display: LogLinker:Warning: Can't find file '/Script/BPlibtest'
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.11.16-00.47.11:557][0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load '/Script/BPlibtest': Can't find file '/Script/BPlibtest'
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.11.16-00.47.11:568][0]LogInit:Display: LogLinker:Warning: Can't find file for asset '/Script/BPlibtest' while loading D:/Unreal/Projects/newtest414/Content/FirstPersonCPP/Blueprints/FirstPersonCharacter.uasset.
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.11.16-00.47.11:579][0]LogInit:Display: LogUObjectGlobals:Warning: Failed to load 'D:/Unreal/Projects/newtest414/Content/FirstPersonCPP/Blueprints/FirstPersonCharacter.uasset': Can't find file for asset '/Script/BPlibtest' while loading D:/Unreal/Projects/newtest414/Content/FirstPersonCPP/Bluepri
nts/FirstPersonCharacter.uasset.

```

Steps to reproduce:

1. Create new project

2. Add a new Blueprint Library plugin

3. Create a blueprint function call like in the image below (I put mine in firstpersoncharacter)

4. Run in viewport, see a list of -1 as expected

5. Run in standalone, nothing gets printed

6. Try packaging, fails as shown above

7. (Changing the type from Developer to Runtime just in case it had anything to do with the weirdness related to [this other bug][1] doesn’t change anything)

![115072-bplibrarybroken.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/7/b/97bccf4fcec3682c034a4acc7ea02567298c510b.png)

Also, any USTRUCT added to the blueprint library will be “invalid” when running as standalone.

![115073-bplibraryustructbroken.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/a/a/3aa30d06caf49418c8fb4dba366c6a506c812882.png)

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<div class="post-metadata">

**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [November 16, 2016, 6:04pm UTC](https://forums.unrealengine.com/t/blueprint-libraries-are-invisible-at-standalone-runtime-fail-at-packaging-time/376421/2 "2016-11-16T18:04:48Z")

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Hi turfster,

When you say ‘Blueprint Library plugin’ are you referring to a ‘Blueprint Library Function’?

If so, I attempted to reproduce this in a new blank project and the 3rd Person template, but I couldn’t get your results. -1 prints in PIE, Standalone, and the packaged project.

Could you upload a small test project that has the issue?

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<div class="post-metadata">

**Author:** ![turfster](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@turfster](https://forums.unrealengine.com/u/turfster)\
**Post date:** [November 16, 2016, 8:33pm UTC](https://forums.unrealengine.com/t/blueprint-libraries-are-invisible-at-standalone-runtime-fail-at-packaging-time/376421/3 "2016-11-16T20:33:43Z")

</div>

Hm.

Did further testing, and this actually seem to be two different problems that intersected in my test cases.

If I don’t use the starter content as a base or create a blueprint from scratch, everything runs and packages fine, but the default plugin type of “Developer” means it won’t load when packaged. Maybe change the default Type for BP libraries, since it makes no sense for them to only load during development?

The other problems I was having seem to be related to _specifically_ extending the FirstPersonCharacter blueprint, bizarrely. Create a new blueprint, everything works fine. Edit the FPC BP and add it to the event graph, get random errors.

Sorry.

(Can’t really make a small test project for the FPC problem, since the starter content alone makes the archive balloon to 82mb)

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<div class="post-metadata">

**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [November 16, 2016, 9:20pm UTC](https://forums.unrealengine.com/t/blueprint-libraries-are-invisible-at-standalone-runtime-fail-at-packaging-time/376421/4 "2016-11-16T21:20:13Z")

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Okay, I see what you mean. So maybe a feature request to change that particular plugin type from Developer to Runtime. Would that work for you?

As for the second issue you mentioned about the FirstPersonCharacter bp. 82 mb is to large to upload here but if you have a test project you don’t mind sharing, you can send me a link to download it over the [Forums.](https://forums.unrealengine.com/member.php?4891-TJ-Ballard) Just select the ‘Send Private Message’ link on the left.

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<div class="post-metadata">

**Author:** ![TJ\_V](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tj_v/32/1008648_2.png) [@TJ\_V](https://forums.unrealengine.com/u/TJ_V)\
**Post date:** [November 18, 2016, 4:57pm UTC](https://forums.unrealengine.com/t/blueprint-libraries-are-invisible-at-standalone-runtime-fail-at-packaging-time/376421/5 "2016-11-18T16:57:47Z")

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Thank you for the private message with the video.

I created the Feature Request I mentioned above. It’s [JIRA UE-38822](https://issues.unrealengine.com/issue/UE-38822). Please keep in mind that a feature request isn’t a guarantee on implementation but our developers will be looking into it.

I was also able to reproduce the behavior where the FirstPersonCharacter bp will not work with the Blueprint Library plugin in Standalone Game or a packaged project. It is [JIRA UE-38826](https://issues.unrealengine.com/issue/UE-38826). Please use that link to monitor the status of the bug and feel free to vote on it as well.

Cheers,

TJ
