Why does myTextRenderComponent fill the screen on my packaged game?

In case anyone else is running into this issue, I was able to fix this by making a minor change to the engine source in TextRenderComponent.cpp, thanks to the hints in vanzeipel’s post. As stated above it seems that InvDefaultSize isn’t correctly initialised in some situations (one of those being a text render component with a custom font in a standalone windows build). To fix, I added this small snippet to the bottom of UTextRenderComponent::PostLoad() :

		if (Font)
		{
			float LocalWorldSize = Font->GetMaxCharHeight();
			InvDefaultSize = 1.0f / LocalWorldSize;
		}

Hope that’s of use to someone!