[UE5] Widgets not appearing when "Quick Launch"

This is my code calling the Widgets:

void AGameController::BeginPlay()
{
	Super::BeginPlay();

	APlayerController* PlayerController = GetWorld()->GetFirstPlayerController();

	// Show the mouse cursor
	PlayerController->SetShowMouseCursor(true);

	UWorld* world = GetWorld();
	FActorSpawnParameters spawnParams;
	spawnParams.Owner = this;

	// Spawn the fixed camera
	instance_AFixedCamera = world->SpawnActor<AFixedCamera>(*aFixedCamera, initialLocationCamera, initialRotationCamera, spawnParams);

	// Spawn the main character
	instance_AMainCharacter = world->SpawnActor<AMainCharacter>(*aMainCharacter, initialLocationMC, FRotator::ZeroRotator, spawnParams);

	// Spawn the NPC
	instance_ANPC = world->SpawnActor<ANPC>(*aNPC, initialLocationNPC, FRotator::ZeroRotator, spawnParams);

	// Set the initial camera focus to look at the main character and the NPC
	LookAt(instance_AMainCharacter, instance_ANPC, 90.f);

	TArray<FString> skillNames; // get the list of skill names from somewhere

	skillNames.Add("BP_FireTornado");

	for (size_t i = 0; i < MAXNUMBERSKILL-1; i++)
	{
		skillNames.Add("BP_Empty");
	}

	// Get the players screen size
	FVector2D screenSize = GEngine->GameViewport->Viewport->GetSizeXY();
	float screenWidth = screenSize.X;
	float screenHeight = screenSize.Y;

	// Calculate the scale factor for the widget size
	float referenceScreenWidth = 1920;
	float referenceScreenHeight = 1080;
	float scaleFactorX = screenWidth / referenceScreenWidth;
	float scaleFactorY = screenHeight / referenceScreenHeight;

	// Calculate the new widget size
	float newSizeX = SKILLSIZEX * scaleFactorX;
	float newSizeY = SKILLSIZEY * scaleFactorY;

	// Calculate the total width occupied by all widgets and the space between them
	float totalWidth = MAXNUMBERSKILL * newSizeX + (MAXNUMBERSKILL - 1) * SKILLPADDING;

	// Calculate the starting X position for the first widget
	float startX = -totalWidth / 2 + (newSizeX + SKILLPADDING) / 2;


	float accumulatedWidth = 0.0f;
	for (const FString& skillName : skillNames)
	{
		FString assetPath = FString::Printf(TEXT("/Game/Blueprints/Widgets/Skills/%s.%s_C"), *skillName, *skillName);
		UClass* skillClass = LoadClass<USkillWidget>(nullptr, *assetPath);
		if (skillClass != nullptr)
		{
			// Spawn a new widget
			USkillWidget* skillWidget = CreateWidget<USkillWidget>(GetWorld(), skillClass);
			skillBlueprints.Add(skillWidget);

			// Set its position and size
			float posX = startX + accumulatedWidth;
			float posY = SKILLYPOS;
			skillWidget->SetPosition(posX, posY, newSizeX, newSizeY);

			// Add it to the player screen
			skillWidget->AddToPlayerScreen();

			// Update the accumulated width
			accumulatedWidth += newSizeX + SKILLPADDING;
		}
	}

	if (uGameplayWidget)
	{
		instance_UGameplayWidget = CreateWidget<UGameplayWidget>(GetWorld(), uGameplayWidget);
		instance_UGameplayWidget->AddToPlayerScreen();

		maxTime = TIMELIMIT + extraTime;
		totalTime = maxTime;
	}
}

Just ignore those lines inside the code, it’s just for Debugging:

TArray<FString> skillNames; // get the list of skill names from somewhere

	skillNames.Add("BP_FireTornado");

	for (size_t i = 0; i < MAXNUMBERSKILL-1; i++)
	{
		skillNames.Add("BP_Empty");
	}

My problem is:

I have a for instantiating 10 widgets (skillWidget) that I get it from my folder
And
One if instantiating 1 widget (instance_UGameplayWidget), this one I get from TSubclassOf

Both work fine while in the editor, but when I try the “Quick Launch” to see if the HUD is fine, only the instance_UGameplayWidget appears.

I’m new at UE5, so I think the path: “/Game/Blueprints/Widgets/Skills/%s.%s_C” changes with the “Quick Launch” (That’s the only thing that I can think of), I tried with FPaths::ProjectContentDir()

FString assetPath = FPaths::ProjectContentDir() + FString::Printf(TEXT("Blueprints/Widgets/Skills/%s.%s_C"), *skillName, *skillName);

But I got this error:

LogUObjectGlobals: Warning: LoadPackage can’t find package /Unreal Projects/MyProject/Content/Blueprints/Widgets/Skills/BP_FireTornado.

And if I try to *UE_LOG(LogTemp, Warning, TEXT(“%s”), FPaths::ProjectContentDir()); it gives me this path:

LogTemp: Warning: …/…/…/…/…/Unreal Projects/MyProject/Content/

I also tried to use AddToViewport(), didn’t work, and tried without the position calculations, didn’t work either.

So, I have no idea left, I don’t know what to do and what to try, if anyone know how to fix it, please, let me know.

I packaged my project, If I run the .exe everything works fine, just the Quick Launch didn’t work, it’s a bug? I have to change a config somewhere?