Packaging breaks GetTextLocalSize in Construction Script

When I create a new blueprint, based on the Actor class, the Construction Script does not seem to be able to get the text size from a TextRenderer component. This issue, however, only occurs for deployment builds. It seems irrelevant what kind of packaged build I make, deployment or shipping, it just gives the same result. When launching from the editor, on the other hand, it always seems to work also if I decide to launch it as “Standalone Game”.

To exclude any influences from my Game/C++ I created a new “Blank” blueprint project. Here I created a new blueprint ActorBlueprint, to which I added two TextRenderer components above each others. I also added a Text variable that allows me to set the text of the lower one TextRenderer1. After setting the text I Get Text Local Size and convert that to a string. This string is then assigned to the text of the other component TextRenderer.

I place two of these ActorBlueprint components above each other in my scene. From one I change the text to SomeLongText to see this really works. In the editor I see the text get updated immediately and also when I run this from the editor I see the same/expected result.
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Finally, I go to File > Package Project > Windows > Windows (64-bit) and package the game. (I also tried the 32-bit Shipping version.) When I run the packaged game the Y size is always 0.000 instead of the text width.

I also tried updating SetYScale in the Construction Script. The text does then indeed get higher, but the value for Z still displays 26.000 in packaged builds. In editor launched games it does correctly display the correct, higher, value for Z. Weird thing is that also changing the YScale property in the Details panel doesn’t seem to change the value returned by Get Text Local Size. And for what it’s worth; Get Text World Size has the same issue.

Before packaging I do a “Save All” and I clean the output directory. I also have “Full Rebuild” checked in my packaging settings. Since texts are assigned in the Construction Script I know the blueprint is executed, at least to some extent. I’m using Unreal Editor version 4.7.3-2479750+++depot+UE4-Releases+4.7.

I hope this info is useful for making Unreal Engine even better!

Hello amcofi,

I was able to reproduce this issue on our end. I have written up a report ( UE-13151) and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your information and time.

Make it a great day

In case it helps anyone; As a workaround I moved the problematic part of my blueprint to the Event Graph, attached to the Event Begin Play, of the actor.