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.


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.

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

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