Development versus Shipping Build Errors

Hello everyone,

So this is my first question posted on this forum, so forgive me if it may sound a little vague, and if I also don’t really know what I should be posting up here to help answer this question better.

My question to everyone is this:

I’m working on a game right now, and recently I decided to test the most recent updates we made to it with a shipped build of our project. There are no errors when compiling the exe, and no errors overall from the package game window. However, when I run the project, there are a few errors that arise. The weird thing is, when we build the same game in developer mode, all the issues we have with the shipping build disappear.

One major example is the Input method that defines the player logic to move forward and backward is not executing. All other input / Axis events fire, but the only one that doesn’t is the move forward and backwards. All the code for this logic is done with C++, and not blueprint implemented for movement.

There are other smaller issues that arise, but if I can work out the movement issue, I believe I can figure out the rest (or at least know where to start looking). I know most people are probably using version 4.8.3 - 4.9, but we are currently working with 4.7.6.

If anyone can help, that would be wonderful. I would appreciate any help in this matter. Thanks all!

BrendanCofrin,

Although I do not have an answer yet to this conundrum…

I wanted to inform you that I too have this issue in 4.7.6 and am looking for a solution. The C++ code fires in Development build 64-bit (and yes I am using a 64-bit Operating System of Windows 8.1 Pro at the moment) but not in the Shipping Build (32-bit).

When you say “All the code for this logic is done with C++, and not blueprint implemented for movement.” You mean all your movement correct? So in trying to understand this problem, you have C++ code that works and C++ code that does not work (a mixed bag)? I ask because I only tested one C++ function at the moment and it did not work, but I’ve had to edit my “Build.cs” since my code is intended for multiplayer use.

To be frank, I have not yet tried packaging as Development build in version 4.9.2 although I have that installed and will try to see if this was resolved in the more recent versions next week and I may (for my project and if it does indeed resolve) go with that as my solution. I have a feeling that is not the case though since I tested my own project in 4.9.2 and it did not succeed on multiple trials.

I noticed “print statements” did not work, and found where there was a question whether those get removed (stripped) upon compilation or simply suppressed (ignored) - no true answer was directly supplied although that one community member felt that it was stripped.

I’ll let you know if I discover or learn anything else in the meantime. Cheers,
SmashRash

I assume you are related to this thread on reddit: https://www.reddit.com/r/unrealengine/comments/3jf9fx/help_request_development_versus_shipping_build/

Sorry for the delayed response.

Yes it’s the same as the thread I posted on Reddit. I realized that I forgot to post the answer here as well when I read the response. Turns out it was an issue with the saved INI file settings overridden small changes that I made.

Thanks for the response though, and sorry once again