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.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-54391 in the post.
4 |
Component | UE - Gameplay - Blueprint Compiler |
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Affects Versions | 4.17, 4.18, 4.19 |
Created | Jan 24, 2018 |
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Resolved | Jul 15, 2021 |
Updated | Jul 19, 2021 |