This happens because the Blueprinted component is not also enabled for nativization, but the nativized Actor BP tries to use it as a native class type.
Current workaround: Ensure that the Blueprinted component class is also enabled for nativization, or use "Inclusive" nativization mode.
[2017.04.26-17.02.28:867][850]UATHelper: Packaging (Windows (64-bit)): xgConsole: MyActorBP__pf1010915279.cpp [2017.04.26-17.02.28:870][850]UATHelper: Packaging (Windows (64-bit)): xgConsole: D:\dev\local\Epic\Testing\NatTest\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\MyActorBP__pf1010915279.cpp(225): error C2065: 'UMyComponentBP_C__pf1010915279': undeclared identifier [2017.04.26-17.02.28:871][850]UATHelper: Packaging (Windows (64-bit)): xgConsole: D:\dev\local\Epic\Testing\NatTest\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\MyOtherActorBP__pf1010915279.cpp(225): error C2672: 'UObject::CreateDefaultSubobject': no matching overloaded function found [2017.04.26-17.02.28:873][850]UATHelper: Packaging (Windows (64-bit)): xgConsole: D:\dev\local\Epic\Testing\NatTest\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\MyActorBP__pf1010915279.cpp(225): error C2974: 'UObject::CreateDefaultSubobject': invalid template argument for 'TReturnType', type expected [2017.04.26-17.02.28:874][850]UATHelper: Packaging (Windows (64-bit)): xgConsole: d:\dev\epic\ue4\dev-framework\engine\source\runtime\coreuobject\public\UObject/Object.h(95): note: see declaration of 'UObject::CreateDefaultSubobject' [2017.04.26-17.02.28:875][850]UATHelper: Packaging (Windows (64-bit)): xgConsole: [2017.04.26-17.02.28:876][850]UATHelper: Packaging (Windows (64-bit)): xgConsole: Error executing D:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\amd64\cl.exe (tool returned code: 2)
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
How can i modify the param name in EQS node
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?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-44399 in the post.
7 |
Component | UE - Gameplay - Blueprint |
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Created | Apr 26, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |