Description

The following error occurs when building a project that has a replicated variable with the replication condition set to Skip Owner inside a nativized blueprint.

UATHelper: Packaging (Windows (64-bit)):   MyProject7/Intermediate/Plugins/NativizedAssets/Windows/Game/Source/NativizedAssets/Private/NewBlueprint__pf1010915279.cpp(514): error C2248: 'UNetPushModelHelpers::MarkPropertyDirtyFromRepIndex': cannot access private member declared in class 'UNetPushModelHelpers'
UATHelper: Packaging (Windows (64-bit)):   E:\Epic Games\UE_4.25\Engine\Source\Runtime/Engine/Public/Net/NetPushModelHelpers.h(21): note: see declaration of 'UNetPushModelHelpers::MarkPropertyDirtyFromRepIndex'
UATHelper: Packaging (Windows (64-bit)):   E:\Epic Games\UE_4.25\Engine\Source\Runtime/Engine/Public/Net/NetPushModelHelpers.h(9): note: see declaration of 'UNetPushModelHelpers'
Steps to Reproduce
  1. Open UE4Editor.exe
  2. Create a Third Person Code template project
  3. Create a new blueprint based off of Actor
  4. Add a variable to the new blueprint
  5. Set the following settings for the variable:
    • Replication = Replicated
    • Replication Condition = Skip Owner
  6. Add the variable to the Event Graph as a Set node
  7. Hook up the Event BeginPlay and Set nodes
  8. Compile and Save the new blueprint
  9. Navigate to Edit > Project Settings > Packaging > Blueprints
  10. Set the following Blueprints settings:
    • Blueprint Nativization Method = Exclusive
    • List of Blueprint assets to nativize = /Game/ThirdPersonCPP/NewBlueprint
  11. Select File > Package Project > Build Configuration > Shipping
  12. Select File > Package Project > Windows (64bit) and choose a package location

RESULT:
The project files to build with a "Cannot access private member MarkPropertyDirtyFromRepIndex" error

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Fixed
ComponentUE - Networking
Affects Versions4.25
Target Fix4.25.2
Fix Commit13676767
Main Commit14151001
Release Commit13681501
CreatedMay 14, 2020
ResolvedJun 16, 2020
UpdatedJan 12, 2021