Construnction script settings lost during packaging

Every time I try to package my game everything that was configured via a blueprint construction script is lost if the game is started with the packaged .exe.
Playing in editor works fine

Same problem here, I have a whole completed game in UE4.1, with about 10 or so blueprints that rely on that, – doesn’t morph, no background sounds, no door triggers, in the exe, editor is fine obviously, because the construction scripts aren’t firing and calling my custom initializers,

I am moving all those to the event being play, it seems my event begin play is firing for all of them.

I have this same problem.

Hey everyone,

If anyone is still experiencing this issue, please reply/bump this thread and let us know and we’ll be glad to assist.

Thanks!

-Steve

I have the same problem, I have a custom CameraManager blueprint that works fine on the editor but when packaging the game lost the properties configured in the blueprint and shows the camera with the default properties.

Hello,

I’m having the same problem. The construction script is not being fired when launching the game in a standalone window.

My case was solved unchecking the “Transient” property of the arrays I was initializing in the construction script.

My problem was solved!!!

I went to the packaging settings (Edit/ProjectProperties/Packaging) and enabling fullRebuild, and in directories to always cook I set my content folder.
I also set my build configuration properly (in my case DebugGame).

This worked for me, I hope it helps you.

I have the same problem! :frowning: Epic, please help :frowning: :frowning:

Hei Steve! I have a similar experience, but my Construction Script does not get completely lost. I made a new question with all details, see: