uced  
                
                  
                    November 2, 2014,  4:50pm
                   
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              Hi,
This is not technically a bug but i think it should be corrected nonetheless.
I opened (and closed) this thread:
  
  
    Hi,  My game works fine in the editor (even when launched as a standalone game).  But when i package it, i get a crash with a message pointing to those lines in my code:  // Dice declaration static ConstructorHelpers::FObjectFinder...
   
  
    
    
  
  
 
because i got systematic crashes with a packaged game (which worked fine in the editor) when using declaration such as:
static ConstructorHelpers::FObjectFinder<UBlueprint> BP_d4Object(TEXT("Blueprint'/Game/dice/D4_Dice_BP.D4_Dice_BP'"));
	BP_d4 = (UClass*)BP_d4Object.Object->GeneratedClass;
Checking the DefaultEditor.ini, i saw this variable with a interesting name, set to true:
bDontLoadBlueprintOutsideEditor=true
I tried to set it to false:
bDontLoadBlueprintOutsideEditor=false
and bingo, my packaged game worked smooth and fine.
So this is no bug, but i think it would be nice to have it set to false by default when creating a new c++ project.
Thanks
Cedric
             
            
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                hyperdr1ve  
              
                  
                    November 13, 2014, 12:03am
                   
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              What’s the reasoning behind having this defaulted to true? I came here because my packaged game was also crashing.
             
            
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                MulleDK19  
              
                  
                    November 13, 2014,  2:33am
                   
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              It’s true by default because Blueprints are not needed outside the editor.
It looks like you’re attempting to access the Blueprint generated class through the Blueprint itself.
For  Blueprint’/Game/dice/D4_Dice_BP.D4_Dice_BP’
The class reference is   Class’/Game/dice/D4_Dice_BP.D4_Dice_BP_C’
static ConstructorHelpers::FObjectFinder<UClass> bpClassFinder(TEXT("Class'/Game/dice/D4_Dice_BP.D4_Dice_BP_C'"));
if (bpClassFinder.Object)
{
    UClass* bpClass = bpClassFinder.Object;
} 
            
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                uced  
              
                  
                    November 13, 2014,  6:54am
                   
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              Thanks MulleDK19, that’s gold to my newbie eyes !
This feature request can obviously be cancelled.
Or maybe replaced: could we then have an item “copy class reference” just below “copy reference” + the documentation alongside ?
The “copy reference” method is documented all around and that’s very misleading for beginners (or maybe i missed something ?).
BTW this also answers my other post on the correct way to use BP in code, which i mention here in case anyone reads this:
https://answers.unrealengine.com/questions/130256/whats-the-correct-way-to-load-blueprints-for-packa.html 
Thanks
             
            
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                darkgaze  
              
                  
                    September 4, 2018,  9:22am
                   
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              Note the “_C” at the end. It’s not the name of the class, is a naming convention for the class of a blueprint. Don’t forget that!
             
            
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              This solution is still required for UE 5.4.4. Works like a charm! Thanks so much!
             
            
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