I have a multiplayer RTS style game that works great when you play in editor, or standalone game, or “launch” from the editor (using multiple windows to connect as host and client(s)).
However when I package build the project for windows, some parts don’t work correctly.
For example the unit blueprints that acquire targets within sight range no longer seem to work, or work intermittently.
I don’t think I can debug the situation because it’s only happening in the full deployment build, the problem doesn’t appear when using the editor at all.
Any idea why it would work differently when packaged than using “launch” from the editor?
Ok I believe I discovered my problem - I had turned on blueprint nativize in the project settings. After turning that off and repackaging it seems to work normally.
While Blueprint Nativization was the culprit here, debugging logic that only fails in a packaged build is a massive pain point. Relying on Print Strings and text logs to track these down is incredibly slow.
To solve this, I built a plugin called Runtime Details. You can attach to the live client, set remote Blueprint breakpoints, step through execution, and inspect or modify live UProperty values in memory to see exactly where the logic breaks.