Pahina_12
(Pahina_12)
August 13, 2024, 8:58pm
1
i have a simple blueprint that spawns wagons after a collision is triggered
it works in editor, in packaged game it only fires the print node, and the wagon doesn’t spawn
the bp working as intended in editor
nothing spawning after package (this is the shipping preset, not the development one, but its the same problem)
i’ll try to provide any additional info as fast as i can,
thanks in advance
1 Like
Maybe try changing the collision handling override to ‘always’?
2 Likes
Pahina_12
(Pahina_12)
August 14, 2024, 8:48am
3
no matter what collision handling override i set it to still doesn’t spawn, i thought it was an issue with loading the blueprint prior to spawning it maybe, but i don’t know how to do that and if its even the problem
2 Likes
Is it spawning it somewhere strange?
Is the number of actors in the outliner changing?
If you press F8 to pop out of the player and take a look, do you get any new information?
2 Likes
Pahina_12
(Pahina_12)
August 14, 2024, 9:07am
5
in the editor its fine, after build it doesn’t work, i checked the DumpUnbuiltLightInteractions in the packed game in the console but didn’t see any duplicates, by going into debug camera, still, no train anywhere else
2 Likes
Ok, this is no help to you
Instead of just printing ‘hello’ try printing the display name of the spawned coach. Just drag a line here
2 Likes
Pahina_12
(Pahina_12)
August 14, 2024, 9:14am
7
well,
in build its this number, in editor it just prints C_1 and so on
1 Like
That suggests to me that it is putting it somewhere…
Maybe also try printing the world location, to check?
2 Likes
Pahina_12
(Pahina_12)
August 14, 2024, 9:22am
9
it spawns it in the right spot
the x value is the same as in the editor, but it just isn’t there, and the id is all wierd
1 Like
Can you disable this piece of code, for now, and try again?
1 Like
Pahina_12
(Pahina_12)
August 14, 2024, 9:35am
11
after unplugging this node, it still isn’t showing up
1 Like
And the coach start in is also a copy of this blueprint?
1 Like
Pahina_12
(Pahina_12)
August 14, 2024, 9:42am
13
yep, its all the same one
Absolutely no idea, sorry.
If you want to make a small project with just this in, I will take a look, but that’s all I can do.
To do this, make a new empty project, then just migrate the level with this carriage to that project.
( Put a link to it on google docs or something similar, you can PM me )
1 Like
Pahina_12
(Pahina_12)
August 14, 2024, 9:50am
15
yeah thats exactly what im trying rn to see if it fixes anything, i’ll try to pack it up thanks for everything
1 Like
Pahina_12
(Pahina_12)
August 14, 2024, 10:20am
16
all right here’s the project i’ll put it here so that if anybody else wants to take a look or has a solution they can
https://drive.google.com/drive/folders/1dyj7BapkWqGAUAwT0EsZKSgr8t9Rsfnl?usp=drive_link
good luck and thanks
1 Like
The train, is a level instance, not a blueprint.
Maybe take a look at this
I do not know. Have you tried implementing a delay to give the application time to register that it has been generated?
I do find Unreal can, at times, have trouble validating the existence of actors. I actually have a few actors in my scene that are ALWAYS loaded because Unreal will declare that they are invalid (I’d create a validation script that prints to screen), and I’ll literally be looking at them in the game while it’s playing.
Worst case scenario, you can hide these objects, and the…
1 Like
Pahina_12
(Pahina_12)
August 14, 2024, 12:55pm
19
how exactly would i go about creating a delay? i wanted to first get the class of what i spawn, start the delay node, then feed that class information to the spawn node but i can’t find a node that can go into that socket
1 Like
I think the problem has something to do with the fact you’re working from the level instance map as your main map.
Make a new empty map, put the carriage BP in there, then make that your main map and package.
I’m just checking this… EDIT: Doesn’t work… will come back.
1 Like
As far as I can see, a blueprint with a level instance in it doesn’t load the level when it is spawned.
I fixed it by having a totally empty map, and putting this in the level BP
Then in the train BP
Very similar to what you had, except the blueprint has to manage the loading and unload of the instance, because apparently it doesn’t happen correctly when packaged.
1 Like