Why PIE and Standalone in-game have different outcomes?

Hello guys,

Today I come with a quite bugging situation. I’ve been building and testing a game we’re making through the PIE and in this mode, everything works as I have instructed it so far. However, when it comes to launching in Standalone, even if I run a virtual machine and host a dedicated server, the game’s BP outcomes are different from the ones in PIE.

For example, A gun switching mechanic that I made. In PIE, every time I switch a gun, it goes up 1 index in my weapon array list and spawns accordingly. Standalone sums up a very different picture. I only get uneven indexes to work (as I am using Last valid Index) and only the first children-weapon blueprints from the master work. All others (newer guns) don’t even let me choose them.

This is one example of several kind of things that have been happening.

How does Standalone handle the information? Does it analyze it differently?

(P.D: This is a multiplayer game)

Thank you for your time.

I have similar problems. In my case, the bindings (and all the events) in a widget Blueprint don’t work in a standalone game. But in PIE it’s fine. It is only one single WidgetBP that has such problems. All the others are fine.
I am absolutely clueless about what is wrong.
BTW: I am using the 4.11 version of the engine.

Hope someone can help us two.

Thanks JFK422

So I exported my Project once and I didn’t have any touble there. It seems to work like PIE. Maybe this will also work for your problem.

JFK422

Did you set up your server-client correctly? I had a similar problem and fixed it by adding RPCs where needed.

The Reason for this is because the Standalone will always work without Dedicated server unless connected to it. In order to achieve its functionality, it’s required to set up a local dedicated server. You can look it up on youtube for details.

This works in my case because I’m making a multiplayer game.