Certain blueprints not packaging, but work in viewport. Random assets missing too

I’m trying to export a level for Windows 64-bit. I initially had no problems exporting, everything would update in the exported version and the blueprints would work. I’ve recently created some new blueprints that function in the viewport and as far as I can tell, flag no errors. But upon export, only the meshes appear, the blueprint functions will not work. The older blueprints do however still work in the packaged version. Here’s the output log during the packaging process.

https://justpaste.it/13f3o

There are a few meshes that are part of the starter content but never actually used in the level that Unreal is looking for too, that flags up a few warnings (I think that’s at least the majority of the 53 warnings that flag up). Also an issue with loading ‘Engine/Transient’. I’m hoping someone knows what the problem/s might be as I can’t figure anything out from the logs.

Hello HullzAngel,

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 blueprints/settings that may be involved with this issue?

Hello HullzAngel,

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 follow up.

Thanks,

Hello HullzAngel,

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 follow up.

Thanks,

This issue got solved.

The issue was the difference between label and ID names in the end, which was preventing blueprints compiling correctly. To fix it, I simply took “Cube_1” for example, or any blueprint which was having trouble compiling, who’s actual ID was “Cube_1a”, renamed it “Cube” (anything will do) and then renamed it to “Cube_1” again, which set the ID name correctly then. Blueprint compiled correctly after that and packaged without any other issues.