Windows Packaging

Hi,
I have a serious and strange problem. In a Windows Desktop project I have actors in a sequence, in this sequence I have trigger events that at a precise moment take the transform of these actors and save it in global variables. At the end of the sequence these actors are positioned in the map exactly with that global transform variables value through the blueprint node “set relative transform”, or “set world transform”.

Everything works perfectly in PIE mode, but when I do the shipping windows package and start it on a windows pc, this part of the sequence does not work.

I also followed the unreal guide for packaging in windows

Additionally if I package in debug mode, magically everything works, in shipping mode not.

What is the point of developing in UE5, doing the tests, seeing that everything works and then discover that you go into packaging and some things do not work and you do not know why.

Could you help me?
Thanks

What’s going on? You all seem like geniuses, and then a slightly more complicated question is met with total silence. Bha!

Hey there @joetemerario! It sounds like there might be some editor only functions running before the sequence of nodes you mentioned. Could I take a look at the sequence of blueprints?

Hi SupportiveEntity, this is the nodes in the sequance that saves the transform and at the end of the sequence another function get the transform values and set the actors in the map.

But remember, in debug packaging all works, in shipping not.

This is the global function that get transform and set it on the actor, both world or relative transform works in Debug Packaging and not work in shipping mode

Add play sound after set transform. That way you know if it is even executing in shipping build.

ok, i’ll try

thanks

Hi @SupportiveEntity, i answered you, now that you have seen the blueprints do you have a solution for me? thanks