@allymhennessy Nice! "Use invalidation" is a performance option that says that you'll tell the widget when it needs to redraw and so don't do auto-redraw. I guess it works in editor because the editor widgets are invalidating themselves and their children (including the game viewport)
@allymhennessy Very cursed!
Maybe try to get the widget/child actor into the scene a different way to narrow it down to a problem with the child versus a problem with the component? Then at least you'll know what random checkboxes to start toggling
@allymhennessy Wow that's crazy! Is it a custom material that references texture and is that also getting cooked? If it is a custom material and is getting cooked is there anything weird in it? Maybe one of the relevant assets is mentioned in an error log (Totally grasping at straws here)
@allymhennessy Also check to see if the components have accidentally been set to "editor only" or "hidden in game", I've used child actor components as debug visualizers before with "editor only" and have wondered why they weren't in my test build
@allymhennessy Do you know if the child actor/widgets are actually invisible instead of completely missing?
My first thought is that maybe the child asset isn't getting cooked into the shipping build (I'm assuming your shipping build is a packaged cooked build)
We're making a 40 player platform fighter battle royale.
BUT we might not actually ship it. We're playtesting in public to find out whether we should.
This isn't rhetoric—we're serious. If you love it, we double down. If not, we icebox it.
NA playtest starts Friday on Steam.