Using legacy-style #include paths in a game project is allowed by UBT by default, but it's currently not compatible with Blueprint nativization, as it does not account for this possibility. Current ...
When using exposed variables on Sub Anim Instance nodes, packaging with nativize blueprints fails Tested on: 4.15 - 3450819 4.16 - 3466753 4.17 - 3502710 ...
Nativized packaging fails when attaching paper Flipbook component to a parent paper Flipbook component that is Inherited. ...
Not a regression as this also occurs in 4.25.4 Packaging does not work with BP Nativization on exclusive or inclusive (see [Link Removed]) Error Message: C:\Users\corey\Documents\Unreal Projects ...
Two conditions for this bug to appear:The new actor class we are re-parenting to overwrites the root component in C++The map is not loaded while re-parenting No current workaround other than to rep ...
Not a regression as this also occurs in 4.25.4 Packaging does not work with BP Nativization on exclusive or inclusive (see [Link Removed]) Error Messages (see log for full output, many related err ...
Using r.Shaders.Optimize=0 with native metal libs results in a crash of the packaged build at runtime. Workarounds is to either not use native metal libs for text shaders or in MetalShaders.cpp co ...
If the user uses a function from a function library while Nativize Blueprint Assest is check to true in the project setting then the project will fail to build when packaging. ...
Overriding a subobject's class in a native base class can lead to that component being null in derived Blueprints. ...
With exclusive nativization enabled and a blueprint calling a blueprint function library function a project fails to package due to an ensure failure !bStaticCall in BlueprintCompilerCppBackend.cpp. ...