STextblock is invisible is packaged project

Hello, i wrote loading screen code like “ActionRPG” or “StrategyGame”, in standalone every thing is okay but in packeged project Stextblock is invisible.

TemplateGameInstanceBase.h :

#include "CoreMinimal.h"
#include "Engine/GameInstance.h"
#include "TemplateGameInstanceBase.generated.h"

UCLASS()
class TEMPLATE_API UTemplateGameInstanceBase : public UGameInstance
{
	GENERATED_BODY()

public:
	UFUNCTION(BlueprintCallable)
	void StartLoadingScreen(bool bPlayUntilStop, float PlayTime);

	UFUNCTION(BlueprintCallable)
	void StopLoadingScreen();
};

TemplateGameInstanceBase.cpp :

#include "TemplateGameInstanceBase.h"
#include "MoviePlayer.h"
#include "SMyWidget.h"
#include "SlateBasics.h"
#include "SlateExtras.h"

void UTemplateGameInstanceBase::StartLoadingScreen(bool bPlayUntilStop, float PlayTime)
{
	FLoadingScreenAttributes LoadingScreen;
	LoadingScreen.bAutoCompleteWhenLoadingCompletes = !bPlayUntilStop;
	LoadingScreen.bWaitForManualStop = bPlayUntilStop;
	LoadingScreen.bAllowEngineTick = bPlayUntilStop;
	LoadingScreen.MinimumLoadingScreenDisplayTime = PlayTime;
	LoadingScreen.WidgetLoadingScreen = SNew(SMyWidget);
	GetMoviePlayer()->SetupLoadingScreen(LoadingScreen);
}

void UTemplateGameInstanceBase::StopLoadingScreen()
{
	GetMoviePlayer()->StopMovie();
}

SMyWidget.h :

#include "CoreMinimal.h"
#include "Widgets/SCompoundWidget.h"

class TEMPLATE_API SMyWidget : public SCompoundWidget
{
public:
	SLATE_BEGIN_ARGS(SMyWidget)
	{}
	SLATE_ARGUMENT(TWeakObjectPtr<class AMyHUD>, HUDArg);
	SLATE_END_ARGS()

	void Construct(const FArguments& InArgs);


private:

	TWeakObjectPtr<class AMyHUD> OwnerHUD;
	TSharedPtr<FSlateDynamicImageBrush> LoadingbarImage;
	TSharedPtr<FSlateDynamicImageBrush> BackGroundImage;
};

SMyWidget.cpp :

#include "SMyWidget.h"
#include "SlateOptMacros.h"
#include "SThrobber.h"
#include "Widgets/Images/SImage.h"
#include "Brushes/SlateDynamicImageBrush.h"
#include "SlateBasics.h"
#include "SlateExtras.h"
#include "MoviePlayer.h"

BEGIN_SLATE_FUNCTION_BUILD_OPTIMIZATION
#define LOCTEXT_NAMESPACE "Loading"

struct FLoadingImageBrush : public FSlateDynamicImageBrush, public FGCObject
{
	FLoadingImageBrush(const FName InTextureName, const FVector2D& InImageSize)
		: FSlateDynamicImageBrush(InTextureName, InImageSize)
	{
		SetResourceObject(LoadObject<UObject>(nullptr, *InTextureName.ToString()));
	}

	virtual void AddReferencedObjects(FReferenceCollector& Collector)
	{
		FSlateBrush::AddReferencedObjects(Collector);
	}
};

void SMyWidget::Construct(const FArguments& InArgs)
{
	OwnerHUD = InArgs._HUDArg;
	LoadObject<UObject>(NULL, TEXT("/Game/Loading.Loading"));
	LoadObject<UObject>(NULL, TEXT("/Game/Background.Background"));

	static const FName LoadingScreenName(TEXT("/Game/Loading.Loading"));
	LoadingbarImage = MakeShareable(new FLoadingImageBrush(LoadingScreenName, FVector2D(16, 16)));

	static const FName BackGroundImageName(TEXT("/Game/Background.Background"));
	BackGroundImage = MakeShareable(new FLoadingImageBrush(BackGroundImageName, FVector2D(1440, 900)));

	ChildSlot
	[
		SNew(SOverlay)
		+ SOverlay::Slot()
		.HAlign(HAlign_Fill)
		.VAlign(VAlign_Fill)
		[
			SNew(SImage)
			.Image(BackGroundImage.Get())
		]
		+ SOverlay::Slot()
		.VAlign(VAlign_Bottom)
		.HAlign(HAlign_Right)
		.Padding(FMargin(20.0f, 20.0f))
		[
			SNew(SCircularThrobber)
			.PieceImage(LoadingbarImage.Get())
			.Radius(32.0f)
		]
		+ SOverlay::Slot()
		.VAlign(VAlign_Bottom)
		.HAlign(HAlign_Left)
		.Padding(FMargin(20, 0, 0, 70))
		[
			SNew(STextBlock)
			.ShadowColorAndOpacity(FLinearColor::Black)
			.ColorAndOpacity(FLinearColor(1, 1, 1, 1))
			.ShadowOffset(FIntPoint(-1, 1))
			.Font(FSlateFontInfo(FPaths::ProjectContentDir() / TEXT("Font/cambriab.ttf"), 16.0f))
			.Text(LOCTEXT("LoadingDescription_1", "TODO Add Description here.\nAnd here.\nAnd So on."))
			.Visibility(EVisibility::Visible)
		]
	];
}

#undef LOCTEXT_NAMESPACE 
END_SLATE_FUNCTION_BUILD_OPTIMIZATION

Standalone :

300975-screenshot-197.png

Packaged :

300976-screenshot-198.png