we are using a bunch of custom events for our project. We declare them as BlueprintNativeEvent in C++, and then use the blueprinted version for gameplay logic. While PIE, everything works perfectly fine. But after packaging the project, the blueprint-versions of those events never fire. The native implementation works, but the blueprint version doesn’t. Is there anything we can do?
void AItem::OnBeginFocus_Implementation()
{
// Render outline
if (Mesh && bAllowFocus)
Mesh->SetRenderCustomDepth(true);
// Change the crosshair image according to this item's interaction mode
HUD->ReportNewFocus(InteractionMode);
}
The C++ implementation works fine in the packaged project, but the blueprint version never fires…we even tried putting ALL the logic into the blueprinted version. Didn’t work either.
The event is not firing. I’ve added a debug message to both - the C++ implementation and the blueprint version. The C++ version is firing. The BP one is not. I’ve even tried to leave the C++ version empty. Still…the BP version is not firing after packaging. Double-checked things by also trying it in the editor - and there it is firing as expected.
Thanks for the information. Unfortunately, after attempting to reproduce the issue on my end, I’m not seeing the same behavior. Would you mind creating a simple test project, zipping it up, and providing it via Dropbox or Google Drive?
I’d like to have a closer look at your setup to see if I’m missing a step somewhere.
I am marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.