UI Widget blueprints not activated when packaging the game (shipping)

Hello Folks.

I’m kinda new to Unreal although I’ve had some months of intensive usage. I have an issue that is stopping me to continue developing my game. For some reason, the code I have (BP) works okay on PIE & Standalone but the functions aren’t activated when packaging. I have noticed that this usually happens more when using shipping binary configuration.

In this particular case, I’m trying to call a function that plays an animation that’s inside the Widget (WB_Main). The widget is initialized correctly and it just displays a crosshair in the middle of the screen, the widget also contains a hidden text that is animated when the character through a line trace interacts with an actor. As I mentioned, it works as intended but when packaging, the animation is never called.

I checked the output and there are no major or relevant errors. After two weeks I don’t have any clue about why this is happening.


This is how I call the function


This is the function itself


This is how I call the widget

PLEASE ANY HELP WOULD BE APPRECIATED

Anyone?

you cannot rely on Display Name in build. It will be different. I believe if you hover the Display Name node it has a warning about that.

Use another method for identification. You could use tags, or check the class, or check for a component class, or use an interface function to confirm it is who you want (like return an enum).

I want to express my gratitude for taking the time to post here.
I was double checking a couple of output warnings and as you said, it must be connected with the fact that I’m convering string to names {get display name} > to selection.
I haven’t tested yet, but I guess it must be that. If I confirm it I’ll mark your post as a solution.