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packaged/cooked build error in editor

I might be doing something wrong, which is a distinct possibility, or this is a reported bug error I am experiencing. I have a widget that the user inputs a keycode. If I want to access the code to input at runtime I need to have variables in an actor BP that exists in the world. I have it set up as such:

The Keypad actor has the code variables alt text

And the widget, which is launched by the actor, has the reference to the variables off Construct:

alt text

It seems the Keycode variables are not being passed to the Code variables in the widget and I am getting the following error: Error Blueprint Runtime Error: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property? from function: 'ExecuteUbergraph_KeyPad_Widget' from node: Set Code1 in graph: EventGraph in object: KeyPad_Widget with description: Attempted to access missing property. If this is a packaged/cooked build, are you attempting to use an editor-only property?

I'm not sure what this trying to tell me.

Product Version: UE 4.14
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asked Apr 12 '17 at 05:33 PM in Blueprint Scripting

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GaLew
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I got it to work this way. Right or wrong way, no more error and it's taking the variables from the actor. If anybody has a better answer, please post it. alt text

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answered Apr 12 '17 at 08:50 PM

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GaLew
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