Build in 4.12 Not Show Widgets!!! In Editor/Pie Show, Before Pack/Launch Not Show Why?

Hi, I Have a Test when Build My HUD to Change Objects Parameters… When I Play in Editor and PIE My Widgets Show Correct… When I Build in Package or Launch no Show My Widgets… Why???

My Widgets Show Custom Fields Controls Type for Float, Bool, Text, Color…

[>>>>> Editor Build Log <<<<<][1]

SCREEN (Build & Editor)

Hello CrashAngel,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any bluerpints/widgets that may be involved?

Hello CrashAngel,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

Hi, I was out, sorry …

I tried to figure out the problem and still could not … But I’m recreating my zero blueprints to make sure the problem is not coming from the engine …

Thank you for the assistance!!! I will answer right back if an Unknown error that can not find …

Hello CrashAngel,

Please feel free to post any additional information that you may have and I will be happy to assist you further.

Hi Rudy, I’m trying to reflect in C ++ to set properties of a list of objects … Here in Editor mode works perfectly …
But when I compile for DebugGame (do not show any warning in the build) but the properties of structs are unset in known type objects one spotlight or static mesh (RelativeLocation, who in editor mode works) if I try to put a my object type blueprint and set a struct any works in DebugGame and Editor …

Because the object of known types work only in the Editor?
I have done a search on the properties via TField Iterator, comparing the name of the property and by setting the Struct with the following line of code …

*StructProperty->ContainerPtrToValuePtr<FVector>(ValuePtr) = PropertyValue.Value_Vector;

Me is like a limitation on the engine code so that the properties of the objects are made only in editor mode … that’s it ???

Hello CrashAngel,

Thank you for the additional information. Would it be possible for you to provide a sample project or the project that you are using to reproduce this issue on your end? This way I could get a better idea of what exactly it is that you are seeing on your end.

Here a Have a Struct to refer Objects / Property e Values And Have A Function to Set Properties All Types…

My Class Is Type UBlueprintFunctionLibrary

Now i like it is not possible for me to set a property via reflect in C ++ to known types of objects Unreal … Only BluePrint Objects … If I try to compile the code without tags #IF EDITOR where I set PreEditChange and PostEditChange when I generate the final Packing or take a Build in DebugMode error messages are displayed for these lines and Not Build…

You would have to check if you can with the engine development staff if that’s it ??? Or if there is another way to draw Pre-EditChange and PostEditChange for Packing or DebugMode …

Hello CrashAngel,

Could you provide the error messages that you receive when you remove the #IF EDITOR tag?

1>d:\cosmic illusion\source\cosmicillusion\IllusionDataTables.h(128): error C2039: ‘PreEditChange’: is not a member of 'UActorComponent’d:\cosmic illusion\source\cosmicillusion\IllusionDataTables.h(128): error C2039: ‘PreEditChange’: is not a member of ‘UActorComponent’
1>
1> C:\Program Files (x86)\Epic Games\4.12\Engine\Source\Runtime\Engine\Classes\Exporters/Exporter.h(12): note: see declaration of 'UActorComponent’C:\Program Files (x86)\Epic Games\4.12\Engine\Source\Runtime\Engine\Classes\Exporters/Exporter.h(12): note: see declaration of ‘UActorComponent’
1>
1>d:\cosmic illusion\source\cosmicillusion\IllusionDataTables.h(129): error C2039: ‘PreEditChange’: is not a member of 'AActor’d:\cosmic illusion\source\cosmicillusion\IllusionDataTables.h(129): error C2039: ‘PreEditChange’: is not a member of ‘AActor’
1>
1> C:\Program Files (x86)\Epic Games\4.12\Engine\Intermediate\Build\Win64\UE4\Inc\Engine\CheatManager.generated.h(13): note: see declaration of 'AActor’C:\Program Files (x86)\Epic Games\4.12\Engine\Intermediate\Build\Win64\UE4\Inc\Engine\CheatManager.generated.h(13): note: see declaration of ‘AActor’
1>
1>D:\Cosmic Illusion\Source\CosmicIllusion\IllusionDataTables.h(128): error C2039: ‘PreEditChange’: is not a member of ‘UActorComponent’
1> C:\Program Files (x86)\Epic Games\4.12\Engine\Source\Runtime\Engine\Classes\Exporters/Exporter.h(12): note: see declaration of ‘UActorComponent’
1>D:\Cosmic Illusion\Source\CosmicIllusion\IllusionDataTables.h(129): error C2039: ‘PreEditChange’: is not a member of ‘AActor’
1> C:\Program Files (x86)\Epic Games\4.12\Engine\Intermediate\Build\Win64\UE4\Inc\Engine\CheatManager.generated.h(13): note: see declaration of ‘AActor’

Hey CrashAngel,

Thanks for providing that additional information.

As far as your issue goes, have you been able to get this to reproduce in a clean project with a simplified setup?

Would you be able to provide a test project that we can use to test this issue on our end?

OK

Project Sample / Reflect Functions

The first thing you need to understand is that I am creating datatables at runtime in order to obtain information about the properties of objects that are not available in Debug or Game Package … so the need …

When you are execudando the level for the first time you may receive the message update datatabes … just close and open the level again …

What I’m changing the level is the color of SpotLight from White to Red … you can check it in the color of the spotlight editor mode changes to red … if you choose Launch, or if you choose package will give the color the spotlight is not modified … is where is the problem … for me as well as the properties that I am saving in datatables as the Display Name and PreChange PosChange functions are not available for use of the final product (Package & DebugGame) … is what I’m believing … would you like to check with the engine rules development staff if that’s it ??? I would like to enable

Debug the SetHUDProperty function that is when a property is modified and is using the SetPropertyInObject function with the value of the property changed …

You can see how it is being populated in the BluePrint Level …

I’ve looked at your project, but I’m having trouble understanding exactly what the issue is. Your original question is related to widgets not being shown, but your latest post references a spot light.

Could you please provide more detail on your exact issue? What is the issue that you are experiencing, and what is your desired result?

I’m trying to reflect in C ++ to set properties of a list of objects … Here in Editor mode works perfectly … But when I compile for DebugGame but the properties of structs are unset in known type objects one spotlight or static mesh (RelativeLocation, who in editor mode works)

Because the object of known types work only in the Editor?

Hey CrashAngel,

After speaking to a few other members of our team, one of them was able to come up with a simpler solution to accomplish what you’re looking to do.

I’m not necessarily sure that a data table is necessary in this case. You can bind those values to a widget directly.

Here is an example setup:

The widget has a Spotlight variable and a spinbox for displaying/modifying the value. We bind the Value field of the spinbox to My Spotlight.SpotlightComponent.Intensity.

We can grab a reference to the SpotLight in the level and link it to the widget when we create it. The spinbox will then adjust the intensity property of the spotlight. The same procedure should work for any property on any object.

Have a great day

OK guys, I’ve seen that for this kind of development I will not be able to have support … All the answers I’m getting is for primary level of knowledge and is looking like me you should just be interns working on the forum for support … that’s funny … hehe

I said twice the same things and in the end no one could notice that I use the datatable to save data that is not being loaded when the build is done in Debug or Game Package … Because the functions are not available …

OK, I just now understanding the limitations of the Source Code of the Unreal Engine …
Or I change the code itself and bring the functions I need or no chance to get what I need …

Only constructive criticism … The administrative staff of Unreal could further improve internal management because it is not today that I submit a project for the marketing or try to do anything + - important and I end up getting many months on the waiting list. … But … who am I? just a programmer who does not receive as much attention as it should …

Success!!!