Description

When converting a Blueprint class to native C++ code, we're not currently distinguishing between an instanced default subobject assigned to an instanced object reference property within the CDO that's instanced via CreateDefaultSubobject() vs. one that's instanced through the Blueprint editor's details panel instead.

Steps to Reproduce
  1. Open the attached sample project.
  2. Choose File->Package Project->Windows->Win64 and wait for packaging to finish.
  3. Attempt to launch the packaged build. Note the following assertion:
Missing import of (/Game/map2): WSConsequenceCluster_0 in Package /Game/BPChar was not found, but the package exists.
Callstack

natvis420.exe!FAsyncPackage::LinkImport(int LocalImportIndex) Line 2947 C++
natvis420.exe!FAsyncPackage::ProcessImportsAndExports_Event() Line 3790 C++
[Inline Frame] natvis420.exe!FAsyncPackage::Event_ProcessImportsAndExports() Line 2860 C++
natvis420.exe!FAsyncLoadingThread::QueueEvent_ProcessImportsAndExports::__l2::<lambda>(FAsyncLoadEventArgs & Args) Line 2644 C++
[Inline Frame] natvis420.exe!UE4Function_Private::TFunctionRefBase<TFunction<void __cdecl(FAsyncLoadEventArgs &)>,void __cdecl(FAsyncLoadEventArgs &)>::operator()(FAsyncLoadEventArgs &) Line 290 C++

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.20
Target Fix4.21
Fix Commit4301603
Main Commit4344176
Release Commit4399518
CreatedAug 14, 2018
ResolvedAug 20, 2018
UpdatedOct 2, 2018