Hello everyone. I came up with something unusual.
5.0.3 UE project, widget blueprint:
(some of nodes are not presented because there are 100% no problem with them, there are just some bunch of widget animations)
So I made an algorithm of a typewriter text display, there is also an option to skip typing, to show the whole line immediately. The part that bothers me - InputAction NextLine event. It works as it supposed to during in-editor simulation - erases fully-writen line and starts the next one (unless it is a line that should finish the dialog). But in packaged .exe game - it doesn’t. It displates the initial line and then it doesn’t respond. I’m also unable to skip the line while it’s being typed.
After some debugging with PrintString nodes I’ve figured out that variable “Waiting” remains “false” after the line is finished (in packaged project). So the InputAction NextLine event simply fails to proceed after the initial branch node.
My question is: why is this happening? Is there a way to prevent it from happening? Sould I send a bug report or the issue is on my side?