I’ve noticed that builds of mine fail because when I rename a widget blueprint, he will leave a uasset with the previous name.
Steps to reproduce:
- Create a widget blueprint
- Create another widget blueprint and reference it in the first one (crucial for the cooking error)
- Launch project (I always launched to a mobile device, not sure if this matters)
- Rename included widget (from step 3)
- Item will be correctly renamed but the previous file will still exist
When launching your projects and debugging everything will work fine but when you package your project it will start throwing errors because he tries to cook the file that isn’t up to date or doesn’t exist.
This will generate error
Ensure condition failed: ShouldSerializeWidgetTree(TargetPlatform) == false
like in topics
- Nsure condition failed: ShouldSerializeWidgetTree - Platform & Builds - Epic Developer Community Forums
- Packing error. Please help - Mobile - Epic Developer Community Forums
Here are some pictures showing the main lines of the problem