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.
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
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to have a sound cue follow a PlayerController along a spline?
How can i modify the param name in EQS node
What method is used to fill polygonal regions when drawing spline mesh at run time?
Bullet replication problem. The players sees each other but does not see the bullet
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Head over to the existing Questions & Answers thread and let us know what's up.
2 |
Component | UE - Editor - UI Systems |
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Affects Versions | 4.15.2, 4.16 |
Created | May 18, 2017 |
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Resolved | May 19, 2017 |
Updated | Apr 27, 2018 |