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Can’t Exec function in packaged game

My code look like this: .h

 UFUNCTION(BlueprintCallable, Exec, Category = "MissionConditionBPLibrary")
 static bool RandInPercentage(float Val, bool bIsEqual = true);

I add this function to call it

 void UMissionConditionBPLibrary::ExecMissionCondition(FString FuncString)
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("ExecMissionCondition")));
     if (WorldContext == nullptr || !WorldContext->IsValidLowLevel()) {
         GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, FString::Printf(TEXT("cant ExecMissionCondition")));
     FOutputDeviceNull ar;
     UMissionConditionBPLibrary *MissionConditionBPLib = NewObject<UMissionConditionBPLibrary>(WorldContext, UMissionConditionBPLibrary::StaticClass());
     MissionConditionBPLib->CallFunctionByNameWithArguments(*FuncString, ar, nullptr, true);

When I play game in editor it is worked! but After I package it can't exec this function.I don't know why.Can you help me?

Product Version: UE 4.19
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asked Dec 01 '18 at 12:10 PM in C++ Programming

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What package configuration are you running? If you are running Shipping or Test, debug functions (like Console Exec commands) are disabled.

This is hardcoded so the only way to get debug functions working in Shipping or Test is to switch to Development or change the engine code.

~ Dennis "MazyModz" Andersson

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answered Dec 02 '18 at 01:24 AM

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avatar image ZhengChengxuan Dec 03 '18 at 02:44 AM

Is there a way to Exec commands?Because we fill some function or condition in the datatable,we need the game can read function name and exec it.

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