Packaged game not working as expected; editor is

Hi everyone,
I encountered a very strange issue and saw that every now and then somebody else is experiencing similar stuff; however, could not find a solution just yet and would be glad for any help. I am working on a VR game on UE4 v.11 for Win 64 bit.

I have packaged the game successfully (in “development”). It starts perfectly, inputs are working. However, the blueprints that I created to allow the player character to make a few in-game settings do not work in the packaged, standalone version even though they work perfect if I play in the editor. To provide more details: The blueprints that are not working are buttons (to select language) as 3d widgets placed in the scene, created from UMG. Basically, the player turns their head to select the button using Line Tracing. The line tracing draws as I left in debug mode and I can visually see it. However it does not activate the button in the packaged build as opposed to playing in the editor, where as I said everything works fine.

Now I know that the most straightforward way to solving this would be to debug the packaged game with visual studio. Alas, I am not a programmer and I have no clue how to use C++ let alone visual studio. I am not sure what I could provide in terms of logs that would help (packaging was successful as said). I am just wondering if there any experiences with this. I also wonder how it is possible that the packaged game is not 100% as the version running in the editor. Similar posts:

Thanks in advance, best.

You might be having a race condition that rears it’s ugly head only when you package the game.

Hey BreakMaker,

  • Could you grab the logs from the Saved->Logs folder of the packaged build if possible?
  • Could you also grab the logs from your project’s Saved->Logs folder after you package the game again?
  • Would you be able to provide screenshots of the blueprints that are not working?

Hey Sean,

thanks.

  1. The logs from Saved of the packaged one. I included the two latest ones but there are about a dozen backups. Are those needed to0?
    link text
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  1. logs from your project’s Saved->Logs folder

THere are loads of logs, this was the one that was created after the last packaging.

link text

OK,

so an excerpt from the character BP
On event tick, it does a line tracing, and the if the line hits the asset it dispatches an event (also changes background color in between)

In the level BP

Based on the event call, it sets the language boolean true or false

The problem should be in the character BP because the buttons dont switch color.

Thanks, Sean, please advise.

After looking at the logs, it appears you are attempting to access a property that is returning a null value. Would you be able to zip up the project, upload it to dropbox, and provide me with a link through PM on the forums: https://forums.unrealengine.com/member.php?160394-Sean-Flint

I’d like to take a closer look at your setup and see if there is an issue somewhere.

Thanks!

I will do that in a bit…

It is okay to leave out the “Saved” and “intermediary” folders, right? Would save about 10 GBs…

Thanks, and yes, you can leave those folders out.

Hi Sean, did you receive the file?

I did receive the file. I’ll be looking into it as soon as I can, and I’ll get back to you once I have new information.

I appreciate your patience!

Hello BreakMaker,

After looking through you project, I noticed that your selection depends on the display name node. Please note that this is meant for debugging in the editor only. Further testing showed that things are working as intended. One workaround I was able to find during testing was to use the find substring node. I used this node to find the words English or German in the display name. After making this quick modification I was able to get things working in a packaged project. I hope that this information helps.

Example:

Please note that this example was just a quick change to allow for testing. This is meant as an example of how you could achieve your desired result with your current setup.

Make it a great day

Hi Rudy,
Hi Sean,

Thanks for your advice, I have replaced that part of the Blueprint with new nodes, and It’s working great like it should! Basically I just used casting to identify the widget asset; there was actually no need to use the string nodes.

Thanks for the great work, Epic, it is appreciated!