Description

With exclusive nativization enabled and a blueprint calling a blueprint function library function a project fails to package due to an ensure failure !bStaticCall in BlueprintCompilerCppBackend.cpp.

...
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:377][  0]LogInit:Display: LogOutputDevice:Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:377][  0]LogInit:Display: LogOutputDevice:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:377][  0]LogInit:Display: LogOutputDevice:Error: Ensure condition failed: !bStaticCall [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Developer\BlueprintCompilerCppBackend\Private\BlueprintCompilerCppBackend.cpp] [Line: 807]
...
Steps to Reproduce
  1. Open UE4Editor.exe QAGAME
  2. Open Project Settings -> Packaging
    1. Set Blueprint Nativization Method to Exclusive
  3. Create a new blueprint function library, open it, add a function, compile and save it.
  4. Open the QA_TestHelper asset.
  5. Drag off of Event Hit and place a call to the blueprint function libarary's function we just created (likely New Function 0 if left with default name.)
  6. Select 'Class Settings' from the main blueprint editor toolbar
  7. Enable 'Nativize'
  8. Compile and save QA_TestHelper
  9. Place an instance of QA_TestHelper in to the map/level/world
  10. Save the level
  11. If it's not already set to be packaged, set the level to be the default game level
    1. Edit > Project Settings > Maps & Modes
    2. Default Maps > Game Default Map
  12. File > Package > Win64
Callstack
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:377][  0]LogInit:Display: LogOutputDevice:Error: begin: stack for UAT
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:377][  0]LogInit:Display: LogOutputDevice:Error: === Handled ensure: ===
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:377][  0]LogInit:Display: LogOutputDevice:Error: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:377][  0]LogInit:Display: LogOutputDevice:Error: Ensure condition failed: !bStaticCall [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Developer\BlueprintCompilerCppBackend\Private\BlueprintCompilerCppBackend.cpp] [Line: 807]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:378][  0]LogInit:Display: LogOutputDevice:Error: Stack: 
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:378][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:378][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:233]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:379][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:360]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:379][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-BlueprintCompilerCppBackend.dll!FBlueprintCompilerCppBackend::EmitCallStatmentInner() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\blueprintcompilercppbackend\private\blueprintcompilercppbackend.cpp:807]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:379][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-BlueprintCompilerCppBackend.dll!FBlueprintCompilerCppBackend::EmitCallStatment() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\blueprintcompilercppbackend\private\blueprintcompilercppbackend.cpp:111]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:380][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-BlueprintCompilerCppBackend.dll!FBlueprintCompilerCppBackend::EmitStatement() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\blueprintcompilercppbackend\private\blueprintcompilercppbackend.cpp:1303]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:380][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-BlueprintCompilerCppBackend.dll!FBlueprintCompilerCppBackend::EmitAllStatements() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\blueprintcompilercppbackend\private\blueprintcompilercppbackend.cpp:1429]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:381][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-BlueprintCompilerCppBackend.dll!FBlueprintCompilerCppBackend::InnerFunctionImplementation() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\blueprintcompilercppbackend\private\blueprintcompilercppbackend.cp
p:1191]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:381][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-BlueprintCompilerCppBackend.dll!FBlueprintCompilerCppBackendBase::ConstructFunctionBody() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\blueprintcompilercppbackend\private\blueprintcompilercppbackendbase.
cpp:862]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:382][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-BlueprintCompilerCppBackend.dll!FBlueprintCompilerCppBackendBase::ConstructFunction() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\blueprintcompilercppbackend\private\blueprintcompilercppbackendbase.cpp:
612]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:382][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-BlueprintCompilerCppBackend.dll!FBlueprintCompilerCppBackendBase::GenerateCodeFromClass() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\blueprintcompilercppbackend\private\blueprintcompilercppbackendbase.
cpp:419]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:382][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-KismetCompiler.dll!FKismetCompilerContext::Compile() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3938]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:383][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-KismetCompiler.dll!FKismet2CompilerModule::CompileBlueprintInner() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:130]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:383][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-KismetCompiler.dll!FKismet2CompilerModule::CompileBlueprint() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:246]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:384][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-BlueprintNativeCodeGen.dll!FBlueprintNativeCodeGenUtils::GenerateCppCode() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\blueprintnativecodegen\private\blueprintnativecodegenutils.cpp:353]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:384][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-BlueprintNativeCodeGen.dll!FBlueprintNativeCodeGenModule::GenerateSingleAsset() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\blueprintnativecodegen\private\blueprintnativecodegenmodule.cpp:432]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:384][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-BlueprintNativeCodeGen.dll!FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() [d:\build\++ue4+release-4.15+compile\sync\engine\source\developer\blueprintnativecodegen\private\blueprintnativecodegenmodule.cpp:336]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:385][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::CookByTheBookFinished() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:5479]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:385][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UCookOnTheFlyServer::TickCookOnTheSide() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\cookontheflyserver.cpp:2114]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:386][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::NewCook() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:1582]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:386][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-UnrealEd.dll!UCookCommandlet::Main() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\commandlets\cookcommandlet.cpp:868]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:386][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-Cmd.exe!FEngineLoop::PreInit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2005]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:387][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-Cmd.exe!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:127]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:387][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-Cmd.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:387][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-Cmd.exe!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:387][  0]LogInit:Display: LogOutputDevice:Error: UE4Editor-Cmd.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:388][  0]LogInit:Display: LogOutputDevice:Error: kernel32.dll!0x00000000772559CD
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:388][  0]LogInit:Display: LogOutputDevice:Error: ntdll.dll!0x000000007748A2E1
UATHelper: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2017.01.26-21.51.06:388][  0]LogInit:Display: LogOutputDevice:Error: end: stack for UAT

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Fixed
ComponentGameplay - Blueprint Runtime
Affects Versions4.154.16
Target Fix4.15
Fix Commit3274535
Main Commit3389599
Release Commit3274535
CreatedJan 26, 2017
ResolvedJan 27, 2017
UpdatedApr 27, 2018