# Empty UClass FuncMap

**URL:** <https://forums.unrealengine.com/t/empty-uclass-funcmap/464774>\
**Category:** Plugins\
**Tags:** UClass, unreal-engine, Plugins, CPP, question\
**Created:** [May 6, 2020, 6:35pm UTC](https://forums.unrealengine.com/t/empty-uclass-funcmap/464774 "2020-05-06T18:35:04Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Crispy\_Penguin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Crispy\_Penguin](https://forums.unrealengine.com/u/Crispy_Penguin)\
**Post date:** [May 6, 2020, 6:35pm UTC](https://forums.unrealengine.com/t/empty-uclass-funcmap/464774/1 "2020-05-06T18:35:04Z")

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My plugin is using `FuncMap` in `UClass` during runtime.

All works correctly in PIE and packaged game, but FuncMap is always empty in Standalone mode.

Is there any workaround?

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**Author:** ![xyah1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@xyah1](https://forums.unrealengine.com/u/xyah1)\
**Post date:** [May 6, 2020, 7:04pm UTC](https://forums.unrealengine.com/t/empty-uclass-funcmap/464774/2 "2020-05-06T19:04:43Z")

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is the packaged game in shipping or development mode?

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**Author:** ![Crispy\_Penguin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Crispy\_Penguin](https://forums.unrealengine.com/u/Crispy_Penguin)\
**Post date:** [May 6, 2020, 7:51pm UTC](https://forums.unrealengine.com/t/empty-uclass-funcmap/464774/3 "2020-05-06T19:51:53Z")

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I can confirm both shipping, debug and development builds function correctly

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**Author:** ![xyah1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@xyah1](https://forums.unrealengine.com/u/xyah1)\
**Post date:** [May 7, 2020, 9:54am UTC](https://forums.unrealengine.com/t/empty-uclass-funcmap/464774/4 "2020-05-07T09:54:49Z")

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I am not sure how you are using the FuncMap.  
I am using both the StaticClass and the PrivateClass of one of my test actors and both are able to find the UFunction by calling “FindFunctionByName”. This works both in PIE and in Standalone mode.

Just to note, I took a look at the generated cpp/h files (where the function registration takes place) and nothing seemed out of place when registering the functions.

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**Author:** ![Crispy\_Penguin](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Crispy\_Penguin](https://forums.unrealengine.com/u/Crispy_Penguin)\
**Post date:** [May 7, 2020, 10:42am UTC](https://forums.unrealengine.com/t/empty-uclass-funcmap/464774/5 "2020-05-07T10:42:04Z")

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Thanks for the help, it was slightly deeper problem than I originally described. I had a custom blueprint compiler context in Editor module. That meant while in PIE, it had access to the custom compiler and in packaged games those blueprints was already cooked in, so it did not need the custom compiler. The only time it needed the compiler and did not have it was while launching a Standalone game. Changing the module type from editor to uncooked solved the issue. Anyway, thanks for the comments!
