Testing out packaging my game and I had problem where some blueprint stuff doesn’t work in packaged game vs running in editor. So I’ve been trying to narrow down where it goes wrong, I mean, what exactly it is that doesn’t work and I think, from what I can tell blueprints run, (tested by printing at various intervals) but some references get lost for some reason.
So, for example, for my enemies, I spawn enemy and with a BeginPlay Event I spawn a weapon into his hand. enemy I use is a child blueprint of a base blueprint that I use for enemy pawns. weapon I use is a child blueprint of a base blueprint for weapons I use. Inside enemy blueprint, in properties, I have it set up to assign a weapon to that enemy. is set only on child blueprint, not base. is a reference to one of weapon blueprints, child, not base. So chain there is a enemy child blueprint, spawning a weapon child blueprint through being set within enemy child.
What gets lost in is weapon being spawned. It doesn’t spawn. enemy spawn just fine, but in turn it is supposed to spawn correct weapon, which it doesn’t.
Another quick example is with ragdolls. I spawn a new skeletal mesh at death for special cases. Normal death just turn on physics, which works fine, but spawning special case ragdoll doesn’t work. setup is very similar. ragdoll to spawn is being set within child blueprint for enemy. So just like weapon, that reference is lost. Though it works fine in editor, it does not when packaged.
So works 100% in editor, and in fact has worked in editor and packaged, since version 4.4 but now in 4.7 I’m having problem in a packaged game. I tried both Development and Shipping builds and both act same way.