[News] We Wrestled the Build System… and Won! (Patreon)
Content
Hello everyone!
Just a quick follow-up to our last post, here’s a timeline of recent events and how we tackled them:
Thursday, 8th May: We had all the quests completed and tested, ready for the demo release.
Packing the game for release (creating the .exe): That’s when the trouble began. Unreal Engine struggled to recognise recent changes made to the base code.
For those familiar with the technical side of development: we had migrated many variables and functionalities from Blueprints to C++ for performance reasons.
The issue?
Imagine Kalyskah’s inventory system relies on each item having a "rarity" value (e.g. Common, Rare, Legendary), alongside other labels — we call these "Structs."
When we moved these Structs from Blueprints to C++, Unreal still tried to reference the old Blueprint versions during the packaging process — even though they had been properly replaced.
This didn’t affect gameplay within the engine — everything worked fine in-editor — but packaging the final build failed consistently.
The fix: After several days of debugging and manually reassigning the correct (non-deprecated) Structs, we finally solved the issue!
The .exe is now building correctly, and we’re running additional tests to ensure it’s stable before the demo goes live. The images above are from the latest internal build!