We have a few actors in our scene which have a WidgetComponent displaying different widgets in world space. This is used for our VR menu. Everything works fine in PIE as well as in Development builds, but when I try a Shipping build, only one or no widgets are visible. The only way I can get anything to change is by flipping the “Tick when Offscreen” flag on the widgets. This gets one of two widgets to show depending on if the flag is on or not.
This is what the menu looks like in PIE / Dev builds, working correctly.
Interestingly, if I turn on “Tick when offscreen” on the left most widget, it disappears and the upper right widget shows.
Im not really sure if the widgets are not rendered or not spawned, but I also wouldn’t now how to check this in a shipping build.
The widgets on the right are attached to an actor with a StaticMeshComponent root component, while the middle and left actor use the WidgetComponent as their root component. I’ve already tried placing a StaticMeshComponent as the root, with the WidgetComponent below it on the other widgets, but it did not change anything.
I’m pretty much out of ideas now. Has anyone had any similar problems or any pointers for me? If you need more info or anymore screenshots, please let me know, any help is appreciated.
Update: I’ve tried enabling “manual redraw” and calling “Request Redraw” on the WidgetComponent every Tick of the owning Actor as a work around, but it has changed nothing.
Update 2: I’ve now tried a small test where I let one of the widgets spawn another actor everytime a Timer ticks. This also works in a shipping build, so the widget seems to exist in the world, but is not visible.
Any chance that anyone has solved this issue yet? We’re coming up with the same thing. VR 3D widget components are showing up in preview and in stand-alone game, but not in the packaged versions. Our menus are also there, just not visible and nothing we’ve tried has managed to fix it. We’re working in the newest engine version 4.20
I had similar problems with even standalone build. Maybe it’s due a new blueprint compilation manager, heres some topics about it: Blueprint Compilation Manager - The Good, The Bad and the Ugly - Feedback for Unreal Engine team - Unreal Engine Forums ; Unreal Engine Issues and Bug Tracker (UE-63002)
After i did a report about it, seems them fixed it, but will be only available in next update of engine.
Try: compile all the blueprints that have some relationship with the function it isn’t doing one by one, in sequence of inheritance, if some blueprint spawn other, compile the one which is going to be spawned them compile the other which call the spawn
Still i think it wont solve all problems related to it. Good luck!
Perhaps for some reason the shader is not being initialized in shipping build.
Shader initialization is required if UI material is used. When World Landering is activated, shader initialization will be automatically performed. Try enabling World Rendering. (SetEnableWorldRendering)