some collisions don't work after packing the project

Collisions work fine in the editor, but some collisions do not work after packaging the project. What could cause this problem? How can I solve it?

I would need more information in order to help you. I can only give you a generic answer to what the issue could be unless I get more details. Here are a few things you can try to troubleshoot:

  • Make sure that all of the objects that are supposed to have collisions have collision components enabled. Double check that the collision preset is correct or if you have custom set the collision shape.
  • Verify that the collision settings on all of the objects are set correctly. For example, some objects may have the “Simulation Generates Hit Events” option disabled, which will prevent them from registering collisions.
  • Check if the objects that are supposed to collide have the correct collision channels set up. Make sure that the collision channels are set up correctly so that the objects will interact with each other as expected.
  • Make sure that the collision is not being blocked by other objects in the scene, like a blocking volume, that are set to block collision.
  • Check if you are using any custom collision code, if that’s the case, make sure that the code is working correctly.
  • Try to test the collision in a new project and see if it’s working correctly. If it’s working correctly on a new project, it could be something in your current project that is causing the problem.
  • Check the log files after packaging the game. These logs will tell you any error or warning that occurred during the packaging process.

PIE: Error: Blueprint Runtime Error: “Accessed None trying to read property CallFunc_Array_Get_Item_47”. Node: Set Actor Enable Collision Graph: EventGraph Function: Execute Ubergraph New Widget Blueprint 1 Blueprint: NewWidgetBlueprint1

it writes a lot of error messages like this

Hide and show some objects when the button is pressed

i got the same issue but with score counter/distance run