Loading UMG widget by C++ Failed

I try to load UMG widget by c++ like below

UUSplashPanel* pSplashPanel = LoadObject(NULL, TEXT("/Game/Welcome/WSplashPanel.WSplashPanel"), NULL, LOAD_None, NULL);
	if (pSplashPanel != NULL)
	{
		m_spSplashPanel = TWeakObjectPtr<UUSplashPanel>(pSplashPanel);
	}

UUSplashPanel is my class extend UUserWidget

class UE4MOBAGAME_API UUSplashPanel : public UUserWidget

I cook content for windows and run in game mode.
I receive the error:

2015.08.10-10.42.03:238][ 0]LogD3D11RHI: Async texture creation enabled
[2015.08.10-10.42.03:366][ 0]LogInit: Selected Device Profile: [WindowsNoEditor]
[2015.08.10-11.01.48:981][ 0]LogLinker:Warning: CreateImport: Failed to load Outer for resource ‘WidgetTree’: WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint
[2015.08.10-11.01.48:984][ 0]LogUObjectGlobals:Warning: Failed to find object ‘USplashPanel /Game/Welcome/WSplashPanel.WSplashPanel’

I create a simple project and has the same issue.
my project
Can anyone help me?

the same issue in UE 4.9.2, and has another warning
[2015.10.28-02.57.35:756][ 0]LogLinker:Warning: Unable to load package (…/…/…/…/UnrealEngine-4.9.2/…/Unreal Projects/MyUMGLab/Content/WMyUserWidget.uasset). Package contains EditorOnly data which is not supported by the current build or vice versa.
[2015.10.28-02.57.35:757][ 0]LogLinker:Warning: Unable to load package (…/…/…/…/UnrealEngine-4.9.2/…/Unreal Projects/MyUMGLab/Content/WMyUserWidget.uasset). Package contains EditorOnly data which is not supported by the current build or vice versa.
[2015.10.28-02.57.35:758][ 0]LogUObjectGlobals:Warning: Failed to find object ‘MyUserWidget /Game/WMyUserWidget.WMyUserWidget’

in UE 4.13.2, I had the same issue, and sloved by 4 steps:

1.Enable “Project Setting-Project-Packaging-Native Blueprint Assets”

  1. Add #Include to the tail of your “ProjectName”.h
    #include “Runtime/UMG/Public/UMG.h”
    #include “Runtime/UMG/Public/UMGStyle.h”
    #include “Runtime/UMG/Public/Slate/SObjectWidget.h”
    #include “Runtime/UMG/Public/IUMGModule.h”
    #include “Runtime/UMG/Public/Blueprint/UserWidget.h”

3.Add AddRange to your “ProjectName”.Build.h
PublicDependencyModuleNames.AddRange(new string[] { “Core”, “CoreUObject”, “Engine”, “InputCore”, “UMG” });
PrivateDependencyModuleNames.AddRange(new string[] { “Slate”, “SlateCore” });

4:use LoadClass instead of LoadObject
UIS_UIBase :my UI C++ base class name , change to yours.

UIS_UIBase* AIS_UIManager::LoadWidget(FString Name)
{
UClass * UIClass = LoadClass<UIS_UIBase>(NULL, (Path + Name + “.” + Name + “_C”));
if (UIClass)
{
UIS_UIBase
UI = CreateWidget<UIS_UIBase>(GetWorld()->GetFirstPlayerController(), UIClass);
return UI;
}
UE_LOG(LogClass, Error, TEXT(“No such UIBlueprint! : %s%s”), *Path, *Name);
return nullptr;
}

thanks for answer, I would try it.

It worked, thanks.