Using Unreal 4.7.5 compiled from source, I’ve noticed that the “On Commit” bindable event for Editable Text boxes does not fire after the game has been packaged. I’ve tried all three flavors of packaging. The event and the code following it works fine when played in editor but after I package the event refuses to fire. I worked around the issue by overriding the On Key Down event for that UMG widget. I just felt like you guys would like to check this one out.
For what platform are you packaging?
Tried both Windows 64 and Windows 32
Thank you for the information provided. However, I have a few more questions that will help narrow down what issue it is that you are experiencing.
- Can you reproduce this issue in a clean project?
- If so, could you provide a detailed list of steps to reproduce this issue on our end?
- Could you provide a screen shot of any blueprints that may be involved with this issue?
I’ll give it a shot as soon as I have time, but that shouldn’t be a problem.
I found the resolution, the event is firing fine. It was a node just inside that wasn’t converting the enum from the on commit event to a string. I’ll post the not working configuration and the working configuration soon.