Developer Notes

You can't check if a blueprint is valid in a packaged build. They are an editor only time concept, how or why this worked before, I do not know, but the fact that the asset doesn't exist at runtime now is the correct behavior.

Description

When using the IsValid node inside of a Widget blueprint with the Widget as the selected asset, the string will print as true in the Editor, but prints as false in the packaged build of the game.

Regression:
This issue does NOT occur in 4.14.3 binary build of the engine but does occur in 4.15.2 and 4.16 preview 3 of the Binary builds of the engine

Steps to Reproduce
  1. Create a new project (no template or starter content needed)
  2. Create a new widget blueprint > name it "TEST_BP" > Open TEST_BP
  3. In TEST_BP's event graph On event begin play attach a print string node
  4. add an IsValid node to the graph and for selected asset, select TEST_BP
  5. In the level blueprint create Widget for TEST_BP and add it to the viewport
  6. PIE (Expected result)
  7. Save all and Name the level > Set the level to be the game default map in the project settings
  8. Package the game and Run the Executable
    Result: The string prints as false
    Expected Result: The string prints as true

Have Comments or More Details?

Head over to the existing Questions & Answers thread and let us know what's up.

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By Design
ComponentUE - Editor - UI Systems
Affects Versions4.15.24.16
CreatedMay 18, 2017
ResolvedMay 19, 2017
UpdatedApr 27, 2018
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