Errors in packaged project

We’re having an issue in packaging a project for Shipping on Windows 32 bit.

For some reason, a couple of the static mesh blueprints placed in the level get moved to 0.0.0
This isn’t an issue when playing in the editor, but appear when we build the project for release.

Hey

Could you please provide me some additional information regarding the static mesh blueprints that are being converted to 0,0,0? Do you have an example you can provide me, or a step to reproduce this issue? Also, which version of the Editor are you in?

Thank you!

The blueprint extends actor, and consist of 15 static mesh components to make up the structure.
It have a few functions to take damage mainly, and have variables for health and damage as such.

It have a widget component that is listed as Experimental Function, but so does several other structures which remain at their correct position.

Engine version 4.7.6
Package project for Windows 32 Bit with the Shipping Build Configuration.

Hey

Do you have your static meshes set up as ‘static’ or ‘movable’ within the viewport of the blueprint editor? Also, when you package your game, I noticed you said that it’s happening on the Shipping build. Does it also happen on the development package side as well? What about when you just simply use the ‘launch on’ feature?

Looking forward to hearing back from you, thank you!

Some of the meshes in the blueprint’s viewport are static, some are movable.

The error occur when:
Using “Launch on” in the editor,
Packaged for Windows 32 Bit in Shipping Build,
Packaged for Windows 64 Bit in Development build,
Packaged for Windows 64 Bit in Debug Build,

Hey

Would you please provide some screenshots of your construction script, event graph and your level blueprint? Hopefully with this information we will be able to replicate the error you’re running in to.

Looking forward to hearing back from you, thanks!

It seems to occur even after disconnecting all the events and functions in both the Level Blueprint and the Event Graph of the building. The construction script on the building is empty.

Hey

In order to assist you further, I’m going to need you to provide screenshots of your construction script, event grant and your level blueprint. I also would like to know if any of your blueprints use any sort of GetWorldLocation or GetActorLocation?

Thank you!

Yes, a function in LevelBlueprint use getActorLocation several times. It is called from Event Begin play.

Get world Location is used a couple times only in a completely different blueprint.

Hey

Thank you for providing me with the screenshots of your blueprint. I have actually located a report that is very similar to what you’re experiencing. Currently, it’s fixed as by design. I’m going to make sure I update this report to let them know that it’s causing trouble with our community.

Cheers!