I can't see any print after I packaging my project successfully

Here is a strange question that after I packaging my project successfully, I can’t see any print in the packaged project. I can see all of the results in the editor but none in packaged project. I am not sure if there are some options that ignore all prints in the packaged project. Any help?

pcjjdy,

Are you using ‘Print String’ or ‘Print Text’? Using the string node will show the print on the actual screen of the game. If you use ‘Print Text’ it’ll show up in the logs. Logs are turned off by default in shipping builds.

Thanks!

Hi,
I used “Print String” and the “Print to Screen” and “Print to Log” are true. This happened recently and it used to print correctly.

According to [this post][1], restarting your editor should fix it.

Blueprint "Print String" not outputting to screen - Blueprint - Epic Developer Community Forums

I can receive print string from the editor screen but can’t receive from packaged screen.

Are you packaging in development mode or shipping mode?

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Let me know how you’re packaging your game, as suggested. Let me see your blueprint as well, or if you have a sample project I can test with, I’ll be more than happy to do that as well. A simple blueprint set up should be sufficient though.

Hi, it is shipping mode. Now I change it to the debug mode and print appears. I guess it is associated with the package mode. What’s the difference between the debug mode and development mode?

I change the shipping mode to debug mode and print appears again. THX .)

The Print String node is intended for debugging. It is a feature of shipping mode to helpfully turn them off for you. :slight_smile:

Hi, I am using play and want to print lots of strings for detecting bugs, so it HAS to be in shipping mode, how can I print something in shipping mode?

@MiguelHQ, one method is to create a simple widget that displays text after an action. Have the text block be a variable and set it to “expose on spawn”. then when you create your debug text widget you can pass your debug text into it. Obviously a short term solution…