# blueprints widgets not working in packaged game

**URL:** <https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142>\
**Category:** UI\
**Tags:** package, unreal-engine, bug-report, Widget, Blueprint, question\
**Created:** [July 14, 2020, 10:12am UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142 "2020-07-14T10:12:38Z")\
**Posts on this page:** 15\
**Page:** 1

<div class="post-metadata">

**Author:** ![UgoChannelTV](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@UgoChannelTV](https://forums.unrealengine.com/u/UgoChannelTV)\
**Post date:** [July 14, 2020, 10:12am UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/1 "2020-07-14T10:12:38Z")

</div>

Hi everyone, I just finished a demo of my game but i have a big issue and I can’t fix it! In play editor the widgets work fine but when I package the project THEY DOESN’T SHOW UP!!! Please help me

---

<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [July 15, 2020, 10:26am UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/2 "2020-07-15T10:26:44Z")

</div>

Sorry, I see you still have no answer on this.

I just saw something related. Apparently, because of the way things are coded, or the way assets are referenced, it is possible things that need to be packaged, don’t get packaged.

Have you looked in the log file after running the game in a development packaged build?

---

<div class="post-metadata">

**Author:** ![UgoChannelTV](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@UgoChannelTV](https://forums.unrealengine.com/u/UgoChannelTV)\
**Post date:** [July 16, 2020, 9:43am UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/3 "2020-07-16T09:43:31Z")

</div>

I found this in logs:  
LogSlate: InvalidateAllWidgets triggered. All widgets were invalidated  
LogContentBrowser: Native class hierarchy updated for ‘WidgetCarousel’ in 0.0002 seconds. Added 0 classes and 0 folders.

---

<div class="post-metadata">

**Author:** ![ClockworkOcean](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/clockworkocean/32/1169999_2.png) [@ClockworkOcean](https://forums.unrealengine.com/u/ClockworkOcean)\
**Post date:** [July 16, 2020, 11:51am UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/4 "2020-07-16T11:51:30Z")

</div>

Ok, something I saw was to include the widgets on the list of nativization blueprints, but you don’t actually have to enable nativization. It forces the system to package them…

EDIT: And another I found:

> **[Widgets not showing on packaged game](https://forums.unrealengine.com/questions/839275/widgets-not-showing-on-packaged-game.html)**
>
> Hi, I'm having issues with my widgets on the packaged game, on the editor everything works fine (standalone and PIE). The game starts fine, I have a level with nothing inside it except for the main menu widget, which works fine. But when I load...

---

<div class="post-metadata">

**Author:** ![UgoChannelTV](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@UgoChannelTV](https://forums.unrealengine.com/u/UgoChannelTV)\
**Post date:** [July 16, 2020, 3:27pm UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/5 "2020-07-16T15:27:46Z")

</div>

All widgets doesn’t work and I didn’t add a branch before creating them

---

<div class="post-metadata">

**Author:** ![dudusstar](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dudusstar/32/753224_2.png) [@dudusstar](https://forums.unrealengine.com/u/dudusstar)\
**Post date:** [November 5, 2020, 1:51pm UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/6 "2020-11-05T13:51:28Z")

</div>

* * *

---

<div class="post-metadata">

**Author:** ![dudusstar](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dudusstar/32/753224_2.png) [@dudusstar](https://forums.unrealengine.com/u/dudusstar)\
**Post date:** [November 5, 2020, 1:52pm UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/7 "2020-11-05T13:52:01Z")

</div>

Hi everybody! I got the same problem. My widgets work fine in the editor but once in the packed exe they just don’t show up. Does anybody how to solve this? Thanks!

---

<div class="post-metadata">

**Author:** ![UgoChannelTV](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@UgoChannelTV](https://forums.unrealengine.com/u/UgoChannelTV)\
**Post date:** [November 7, 2020, 11:05pm UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/8 "2020-11-07T23:05:35Z")

</div>

yes I solved. you probably made an user widget and not a blueprint widget

---

<div class="post-metadata">

**Author:** ![dudusstar](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dudusstar/32/753224_2.png) [@dudusstar](https://forums.unrealengine.com/u/dudusstar)\
**Post date:** [November 8, 2020, 8:53am UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/9 "2020-11-08T08:53:05Z")

</div>

I checked it and wasn’t the problem. First it happened with a countdown widget but with a simly delay I get to show it. But now I got another widget that does not appears and I tried adding delays to let them charge it but does not work.

---

<div class="post-metadata">

**Author:** ![Z0AZ](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Z0AZ](https://forums.unrealengine.com/u/Z0AZ)\
**Post date:** [April 9, 2021, 7:54pm UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/10 "2021-04-09T19:54:25Z")

</div>

Привет всем! У меня та же проблема. Мои виджеты отлично работают в редакторе, но в упакованном exe они просто не отображаются

---

<div class="post-metadata">

**Author:** ![dudusstar](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dudusstar/32/753224_2.png) [@dudusstar](https://forums.unrealengine.com/u/dudusstar)\
**Post date:** [April 9, 2021, 8:44pm UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/11 "2021-04-09T20:44:16Z")

</div>

в конце концов я заставил его работать, и в этой другой ссылке я мог бы дать несколько советов, как заставить виджеты появляться

> **[3d widget does not work properly in packed game](https://forums.unrealengine.com/questions/984219/3d-widget-does-not-work-properly-in-packed-game.html)**
>
> Hi. I use a 3d widget which the players can interact within the game world. Everything works great when the game is started via the editor or as a standalone game. But as soon as I pack the game, the buttons can be pressed but they don’t do...

---

<div class="post-metadata">

**Author:** ![yuki0okami](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/yuki0okami/32/564279_2.png) [@yuki0okami](https://forums.unrealengine.com/u/yuki0okami)\
**Post date:** [November 30, 2022, 12:22am UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/12 "2022-11-30T00:22:39Z")

</div>

\*\*In my case, my game instance was holding widgets.  
I was creating an reference to the game instance through my character’s construction script, which doesn’t work in build.

\*\*For me the solution was to move Cast To Game Instance nodes  
from my character Construction Script  
to my character Event Begin Play

---

<div class="post-metadata">

**Author:** ![IRONHATEN](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@IRONHATEN](https://forums.unrealengine.com/u/IRONHATEN)\
**Post date:** [December 18, 2022, 12:17am UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/13 "2022-12-18T00:17:49Z")

</div>

I was having a similar issue, potentially the same issue. What solved it for me was to use a “User Widget” as the Parent Class.  
I was using the “Editor Utility Widget” as the parent class which works great in the editor but will not be included in a packaged build.  
Hope this helps anyone who is having this issue.

---

<div class="post-metadata">

**Author:** ![Kingastop](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Kingastop](https://forums.unrealengine.com/u/Kingastop)\
**Post date:** [May 13, 2025, 2:37pm UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/14 "2025-05-13T14:37:49Z")

</div>

I don’t know if someone still need answer, but i found solution. Try to move all widgets initialization and logic into a custom HUD blueprint class, and assign HUD class in your Game Mode. If you have your own widget functions, use “Get Game Mode → Get HUD class → Get Actor of Class → Cast To Your\_Custom\_HUD\_BP”. If Cast successfull it will allow to use your widget functions

In my case widgets must have hide/show by pressing the key. It worked in Editor, but didn’t the same on release.

Anyway, hope it’ll help someone with adjacent issue

---

<div class="post-metadata">

**Author:** ![Losdrew](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Losdrew](https://forums.unrealengine.com/u/Losdrew)\
**Post date:** [May 29, 2025, 2:46pm UTC](https://forums.unrealengine.com/t/blueprints-widgets-not-working-in-packaged-game/468142/15 "2025-05-29T14:46:14Z")

</div>

This is a weird solution, but it helped me. I am using WidgetComponent, and it didn’t display the widget in the packaged game. What I did is basically reload the widget component by getting the reference to its widget and setting it from itself:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/2/c/72c04392162f9bd059efc6be3d92932b30a243c3.png)
