Text Block doesn't update when packing the game

Hi everyone!

I made a little game in UE5.6 and wanted to package it, but both in the packaged version and in the development version, I’m having an issue with a widget assigned to a widget component in an actor blueprint. The widget contains a text block (the only thing in it) which renders correctly when the game starts but then, when I change the text, it doesn’t update.

I used print strings in the “set text” function I created in the widget to call it from other blueprints. The variable being passed to “set text” function is definitely updating correctly. It seems as if the changes made to the widget blueprint aren’t being rendered, and the text simply remains as it was when the game started.

The widget component is set to world space, but I get the same issue in screen space mode. I’ve already tried tweaking pretty much every option I thought could be causing this. At the moment, I have manually redraw and draw at desired size disabled, tick mode set to enabled, and use invalidation enabled.

If anyone has any idea what could be causing this or how I could fix it, I’d be very grateful! :slight_smile:

Take care!

common packaged-only UMG text issue: Set Text from other BP works but widget uses Localized Text field instead of Bind. if you bound with a bind widget function that returns GetVariable String, make sure the variable is marked Replicated or updated on the right Chapter that owns it.

easiest fix: force a Widget Refresh after SetText: call SetText → ForceVolatile, or enable Preconstruct to construct layout in widget not actor. also with WPO or world space widget components, use DrawSize > 0 and ForceVolatileLayout.

also verify the widget actually re-instantiates — sometimes the packaged build loads a cached version from same class name; try calling RemoveFromParent then recreate widget to test.