iOS Not Switching Level At Press of Button

Testing on an iOS device…UE4 Splash Screen appears, then it jumps to my main level (a level w/ a widget).

The widget has buttons, and when pressed in a UE4 editor the level will change level to something with a character, or another widget.

None of these changes appear when clicking the buttons on the iOS device testing the mobile game. The main level (a level w/ a widget) just keeps opening whenever any of the buttons are pressed.

Sounds like you set Blueprint commands in a local level and IfPressed event is called by ANY button it will fire…and not actually on the Button itself (ie in details after you click the GUI Button) theres a option for if clicked then use that area to BP code in…

Without more… ie screenshots or what not i cant replicate this without it working as per UE4 states… i click it goes

This is the setup for any button inside its own separate level with its own widget:

Like I said, in UE4 all buttons will lead to the correct places. In iOS, the same menu keeps appearing (the menu the iOS starts on after splash screen). All level names are spelled correctly.

Did you also call it up in the level blueprint - create widget - add to viewport - etc ?

I see you did on Pressed… never gtes released or set to false

Change that to OnClicked and see the magic happen =)

I tried messing with the DefaultEditor.ini inside the Unreal Project Config folder. That didn’t work, to cook maps.

So instead I packaged the Unreal Project from the UE4 Package Project menu and took the app that was located inside Unreal Project iOS folder and dragged that into iTunes. Seems like implementation from UE4 testing is less solid than what iTunes can demonstrate. Solved all the button problems, keeping all my button events to OnPressed since it is on a mobile device.

oh if you needed to add the map for deployment reason… i thought you was in editor testing lol…
yeah under the Maps and Modes settings there is a drop down arrow that shows cooking option to add map for deployment reasons…

sorry slept on your issue last night and it hit me…

i know you found a workaround but alas this is why the engine is never fixed and tutorials are full of wishy washy answers (UNLESS, this is the only way…) Im glad you got what you needed… Now gonna go test these functionalities of IOS…

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