I create an unreal UI Widget at runtime which has a WidgetSwitcher widget inside. The Widgetswitcher has 2 rive assets as children. "Active Widget Index" of the WidgetSwitcher is set to 0 (which makes the first rive asset visible).
At runtime i call "Set Active Widget Index" with a value of 1. This makes the second rive asset visible.
All of this works inside the editor but when run as a packaged build the second widget is not displayed correctly when triggered. It appears to be of incorrect size (way too big/scaled up). Wrapping in size boxed did not help either.