Example: Widget Blueprint classes do not get nativized for WindowsServer configs when 'Load Widgets on Dedicated Server' is false (i.e. NeedsLoadForServer() returns false). As a result, if another converted Blueprint class type declares a variable that references the unconverted asset type, it will fail to compile the generated C++ code.

Steps to Reproduce
  1. Build and launch the editor for the attached sample project.
  2. Using the Project Launcher, create a custom Launch Profile for a WindowsServer config (see UDN thread for screenshots/repro steps).
  3. Attempt to Run the custom Launch Profile. Note that the build will fail to compile after cooking.

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-54391 in the post.

Login to Vote

Won't Fix
ComponentUE - Gameplay - Blueprint Compiler
Affects Versions4.174.184.19
CreatedJan 24, 2018
ResolvedJul 15, 2021
UpdatedJul 19, 2021