The problem is, that the plugin created in step 2 is a Developer type. The flag is set in SNewPluginWizard::WritePluginDescriptor. Nativize Assets module cannot depend on a Developer plugin, because the module is supposed to be used in shipping build (where Developer plugins are not included). See UE-37027
If a third-party plugin is present in a project that is being packaged with the Nativize Blueprint Assets option turned on, the packaging process will fail because necessary header files in the plugin are not being located.
RESULT:
The package process fails with the error: UATHelper: Packaging (Windows (64-bit)): xgConsole: C:\Users\Tim.Lincoln\Desktop\TestNatPackage\Intermediate\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\NewBlueprint__pf3688439234.cpp(193): fatal error C1083: Cannot open include file: 'MyNewPluginBPLibrary.h': No such file or directory
EXPECTED:
The project packages successfully.
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
FBXモデルをインポートした際透けた状態でインポートされてしまいます。
I can't open my map from the editor.
Head over to the existing Questions & Answers thread and let us know what's up.
7 |
Component | UE - Gameplay - Blueprint Runtime |
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Affects Versions | 4.12.5, 4.13 |
Created | Jul 15, 2016 |
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Resolved | Oct 7, 2016 |
Updated | Apr 27, 2018 |