There shouldn’t be a search bar in the build settings lol go to the play button and there should be a button next to it that drops down and look for an option called project launcher in there check the profile settings that is how you build your game for shipping
Oh no it’s further down that menu ok I know what’s wrong you have to go to the project launcher and setup a profile and make sure your map is in the profile
Hm? I don’t see any thing called profile let me double triple check xD
i found it ill try that option after i check out 5.3
I’m installing version 5.3 right now to see if maybe itll work with that… >.>
My graphics card did not like 5.3 xD
So i’ve set up a profile and added my maps to it,etc. and it still dont work lol
Can I see a screenshot of the level cooked names and how you entered in the blueprint? If I don’t see any issues there the only other problem I could think of is a corrupt save or issue with the project itself but those are much harder to diagnose
Hmm. To me it seems like a save file issue, where the Level Name isn’t being loaded correctly. I know it seems like it isn’t, because it works in editor, but keep in mind that the savegame files are kept in different locations on your PC when in editor vs packaged game. Have you tried it in standalone mode? If the problem persists in standalone, it would at least save you packaging the game evey time. I know how much of a pain that can be.
You cry the following (if using Windows):
- Go to ‘c:/users/USERPROFILE\AppData\Local\GAMENAME/Saved/SaveGames/’ (changing USERNAME for your PC name and GAMENAME for your games’ name) and delete the savegames in there. Then try running the packaged version again.
- Go to your project savegame folder (Would be something like ‘\PROJECTNAME\Saved\SaveGames’) and delete the savegames from there then try running the game in PIE again.
If they have different outcomes again… then it’s probably not a savegame issue. But it’s good to rule it out. If that is the case then I’d bet it is infact an engine bug with the ‘Open Level by Name’ function.
Have you tried creating a new project with just a simple widget where you can click a button to open a level? Might be worth a shot just to see if it works when packaged?
Just thought, you said your using Development Build, so your save game location will be in that folder under ‘WindowsNoEditor/PROJECTNAME/Saved/SaveGames’. Sorry, my bad.
Hey I don’t see an “App Data” folder anywhere. in users/userprofiler/ or any local/gamename folders… I save the game in a folder on my desktop though, could that be a problem? Also. I checked and the Open level by name node does seem to work by its self. i am able to open a level by name by itself, for example I set up a button in my project just now that all it does is open a level by name, and that worked. So it Must be a save game issue right? which is weird becuase it all saves/loads in PIE xD
EDIT: it’s just super confusing because my weps/armor will carry over to the next level. If i try to play the game, and finish the first level, it transfers me to the next… So it’s almost like it’s not saving my level name?
Packaged in debug mode. The “Hello” print string prints, But the print string connected to my level name node does NOT
I added a print string to my save game, and it prints the level name in there, so it is saving the level. so idk why it wont load it?
I’d try it manually my concern is the level name that’s being saved may not actually match the cooked name which would make it not load if it works written manually then that’s the issue but if it doesn’t then it’s something else
I would like to inform the community that I am indeed an ■■■.
I had an unhooked node in my Gamemode which was causing the level name node for my game instance to be null.
Sorry only now catching up on this.
So I’m guessing all is well now?lol
Don’t worry, we’ve all done it. Spend hours or even days debugging to find we’ve left a pin un-hooked.
Yeah it’s working now lmaooo
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