Custom GameInstance won't work in Shipping Build, but in Editor and Standalone

Hi there,

i postet this on the answerhub, but i have no idea if someone see this.

I have a small Problem and i can’t get it to work:

I made a Custom Game Instance in C++. I use this to have a loadingscreen. Then i made a new Instance from this class, but in Blueprint. I use this GameInstance to save my global vars (because it get not destroyed after Level load). If i Play the game in the Editor or the standalone mode, all works fine. But if i package my game and Play it, nothing is saved or stored. I looked now for over 5 hours and cant get the Problem. What’s wrong? I use this in my DefaultEngine.ini too:


If i set the GameInstance in the Editor, the DefaultEngine.ini sets the instance correctly (i think).

The GameInstance in C++ is this:

// Fill out your copyright notice in the Description page of Project Settings.

#include "WhereIsMyBrain_C.h"
#include "BrainInstance.h"

void UBrainInstance::Init()

	FCoreUObjectDelegates::PreLoadMap.AddUObject(this, &UBrainInstance::BeginLoadingScreen);
	FCoreUObjectDelegates::PostLoadMap.AddUObject(this, &UBrainInstance::EndLoadingScreen);

void UBrainInstance::BeginLoadingScreen()
	FLoadingScreenAttributes LoadingScreen;
	LoadingScreen.bAutoCompleteWhenLoadingCompletes = false;
	LoadingScreen.bMoviesAreSkippable = false;
	LoadingScreen.MinimumLoadingScreenDisplayTime = 10;

	//LoadingScreen.WidgetLoadingScreen =  FLoadingScreenAttributes::NewTestLoadingScreenWidget();



void UBrainInstance::EndLoadingScreen()


What can i do to figure out whats going wrong? Any help would be great.