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What causes a blueprint to not work in a stand alone window?

I have made a simple RubikCube game so I can learn a little bit about UE4. The game displays a Rubik Cube with some arrows that the user can click to rotate it.

In my blueprint I have a macro to perform a rotation and I use the Event On Begin Play to do some random rotations so the player can start assembling the cube.

In the editor everything works fine but as a standalone game the rotations are not performed. I've used some debug strings and the executions is working.

So I was wondering, is there anything that can cause a blueprint not to work in a standalone window?

BTW I found this related question Why do blueprints behave differently in editor preview than in standalone preview?

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asked Jul 09 '14 at 07:56 PM in Blueprint Scripting

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mcleary
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2 answers: sort voted first

I still don't know what was the problem. In my specific case, I have a single Actor blueprint where, in the construction script I fill an array of components to be used in the Event Graph.

Running in the editor was working fine but when launching in a standalone window the array wasn't being populated. I have the "Transient" checked and this was causing the array to be cleared between the Construction Script and the Event Graph. Still don't know why in the editor it was working.

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answered Jul 10 '14 at 04:43 AM

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mcleary
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The construction script is only run in the editor. The even graph is run in the game.

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answered Jul 10 '14 at 05:01 AM

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John Vanderbeck
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avatar image mcleary Jul 10 '14 at 05:03 AM

That is not correct. The construction script does run whenever the blueprint is created (spawned or loaded). As I said, what was causing my problem is that I left the "Transient" property of the array checked.

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