Hi,
So I have been trying to package a game which works in the editor perfectly for the last 3 days and have been failing repeatedly. The packaging log says that it can’t find a file, and I am not sure why, so upon exploring I am not sure why this is happening as I will show here:
So in the main character class, ATMOCharacter, there is a UAnimBlueprint pointer
From the ATMOCharacter header file
/** Pointer to Animation Blueprint corresponding to the Standard Character*/
UPROPERTY(EditAnywhere, Category = AnimationBlueprints)
UAnimBlueprint* StandardCharAnim;
Then, the blueprint class BP_ThirdPersonCharacter extends the ATMOCharacter class and fills in a definition of this variable
Then in the ATMOCharacter.cpp class, this variable is used, as shown in the BeginPlay function snippet shown here
if (GetMesh())
{
UE_LOG(CustomGameModeLog, Warning, TEXT("ATMOCharacter: BeginPlay: GetMesh valid"))
}
else {
UE_LOG(CustomGameModeLog, Warning, TEXT("ATMOCharacter: BeginPlay: GetMesh invalid"))
}
if (StandardCharAnim)
{
UE_LOG(CustomGameModeLog, Warning, TEXT("ATMOCharacter: BeginPlay: StandardCharAnim valid"))
}
else {
UE_LOG(CustomGameModeLog, Warning, TEXT("ATMOCharacter: BeginPlay: StandardCharAnim invalid"))
}
GetMesh()->SetAnimInstanceClass(StandardCharAnim->GetAnimBlueprintGeneratedClass());
Now, when I play this in the editor, it claims the StandardCharAnim pointer is valid, whereas the packaged version claims it is not valid.
The BP_ThirdPersonCharacter class has been set as the Default Pawn, within the blueprinted gamemode class which has been set as the default gamemode from within the project settings.
The log file for the packaged game
[log file][2]
The log file for the editor which performed the packaging operation
[packaginglog][3]
Any suggestions would be greatly appreciated,
Thanks