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. ...
The mesh on the right is a child of the one on the left, in a non-nativized cooked build it's a sphere, but in a nativized one, it's a cube. Regression: Working: UE4/Main, 4.15 CL 3233043 Broken: U ...
Setting the Blueprint Nativization Method to Exclusive while there are no blueprints present in the project, or selected causes this assertion. I came across this bug attempting to verify another ...