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
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 |