Target Points only in Editor?

I’m having an issue with Target Points, or at least I think it’s Target Points. I have some badguys that follows Target Points, and they both works fine in the editor. But in a Windows 64-bit build, they just wanders off like there are no Target Points in the entire level. I’m completely baffled. This has to be some sort of bug.

Here’s some details:
The Badbuys, two different ones, are both Pawns, propelled by Projectile movement. I change their homing target every couple of seconds to find the sprite component of the Target Point. In the Editor, they track effortlessly. In the builds, they just fly off into oblivion, obviously unable to find a single Target Point anywhere.

Hello,

Instead of dragging off of the Target pin and getting SpriteComponent, try getting RootComponent instead and see if that makes a difference in your build. Let me know the results.

Hello,

I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.

Have a great day

Sorry, forgot all about it. I’ve been indulging in some GearVR development for the past few weeks. I just tested out your suggestion, but the “GetRootComponent” function had no better luck. When I track the player, it works fine, but if I track any part of the TargetPoint, I get nothing. I’m using a 64-bit Windows build.

What exactly is the Homing Target Component variable? Could you explain a bit more about what you are trying to do with this setup so I can get a better idea of how to reproduce the issue on our end?

I performed a test where I got the world location of the root component of target points, and it was correct in a packaged game as well as in editor, so it does seem to be functioning, at least as far as my tests have gone.

Hello,

I am marking this topic as resolved as we have not heard from you in a few days. For any new issues, please create a new Answerhub topic.

Have a great day

I did test out your answer and found it had no effect. Sorry about not posting this sooner. Here’s an image of the tracking mechanism I’m using. Half the time it looks for the player, half the time it looks for Target Points, but right now only the Player part is working.

Thank you for providing the image. What variable type is Homing Target Component? Could you possibly change it to an actor reference and have it accept the Target Point actor instead of a specific component? Or what if you used a vector variable and passed in the world location of the root component of the Target Point?

I don’t know what type of variable type the homing target component is. You work at Epic, right? You would know more about that then me, lol. :wink:

I can’t seem to use any actor reference, it requires a component to lock on to of some sort. It also won’t access a location for Homing Target, only an actual object.

I’m curious, who made this whole thing in the first place? Maybe you can forward this question to that person within the company? I’m just a developer after all, I only use what you guys give me. I’m just a noob with a copy of your engine. lol

I have attempted to reproduce this issue on our end, but I haven’t been able to do so. My target points were functioning as expected, even in a packaged game. If you are having the issue, there is probably some small setting that I am missing that is causing them to fail in a packaged game. If you would, please zip up your project, upload it to Dropbox, and send me a PM on the forums with the link to download it: https://forums.unrealengine.com/member.php?160394-Sean-Flint

In order to determine if the issue is a bug, we need to reproduce it on our end, and since we haven’t been seeing the same results, I’d like to take a closer look at how you have your project set up.

This is still an issue in 4.14.3

It turns out the issue was that by default target points are editor only. Our designer was attempting to use them in the build of our game.

Yeah it all has to do with that darn Sprite Component, which does NOT built in packaged. It states that it is Editor Only on the node itself, instead of that blue exclamation mark…maybe a RED one would help… RED = Bad, BLUE = Good usually.

Hey guys, I know it’s an old post but I made a tutorial video explaining why this issue happens and how to fix it. So whoever has still issues with it, here is a 100% working fix for it: