Version 5.2.
Hi, I have a main menu which so far just has a single new game widget button, which when clicked should load the main game level:
This works when playing in editor, but does not work in a packaged game. When packaged, the game loads, but clicking the button just says “Fatal Error!” and closes.
This is the end of the crash log, but I don’t know what would be wrong here:
The only thing I can think of is perhaps the level isnt being found or something, but I am not sure why it might work in editor, but not in a packaged game.
Any help would be appreciated!
Strangely, the log looks ok :-/
Have you tried using ‘open level by name’?
It’s easier, and it won’t generate a hard reference in the widget.
I have done some more investigating and the issue seems to be with the GameState in this new level. I believe I have a race condition where my PlayerPawn is calling a function from a factory class in my GameState, which isn’t actually being created until the BeginPlay of the GameState - which for some reason is always happening first in editor, but not in the packaged game.
Do you know how I can possibly set my factory from the editor defaults instead of creating new objects in C++?
This is what I have been doing up until now:
I would instead like to be able to set the factory classes directly from within my BP_GameState, but none of my factories are showing up:
I know this is because my Blueprint factories are not actually objects, but classes that need to be instantiated, but how can I make them objects that are avaliable before any BeginPlay() calls are made?
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I don’t have any ground breaking ideas there, I’m afraid.
Could you make your player wait until the class is valid?