Packaging a game with nativize blueprints enabled is preventing AI Perception from working. This has also been tested in a clean project where the AI Character would no longer be triggering its OnPe ...
Packaging a project in 4.15 from Github will fail if you don't have Crash Reporter Client built for Shipping. If no Nativization options are enabled, it packages fine, without having to build CRC. ...
Paper sprite causes package to fail when Blueprint Nativization Method is set to inclusive ...
Deprecated blueprints cause a build to fail if Nativize blueprints is true event when not being used ...
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. ...
Implemented interfaces are not added to the list of assets to nativize when the blueprint class that implements them is flagged for nativization, saved, and compiled. This results in a package failu ...
Currently parent blueprints are added to the list of blueprints to nativize if their children are flagged to be nativized only if they are also individually saved. Ideally, we'd update the list of ...
Data only blueprints that are explicitly flagged for nativization do not nativize. (Makes sense that they don't when they're not explicitly told, but if someone goes out of the way to flag them to, ...
Using the Nativize Blueprint Assets option can cause the extents of a collision component defined in code and inherited by blueprints to use its default values in a packaged build instead of the ext ...
Project fails to package for Android if a blueprint has a variable that sets itself on construct. ...