Nativized builds will crash on launch if a non-nativized Blueprint references a User-Defined Enum property in a nativized Blueprint.

UE - Gameplay - Blueprint - Jul 20, 2017

EDL-related crash occurs on launch of exclusively-nativized build where a non-nativized BP references a User-Defined Enum property in a nativized BP. Related to [Link Removed], but this is a parall ...

BP - Exclusive nativization will fail at cook time if an Actor BP class enabled for nativization includes a Component BP that's not enabled for nativization in its component list.

UE - Gameplay - Blueprint - Apr 26, 2017

This happens because the Blueprinted component is not also enabled for nativization, but the nativized Actor BP tries to use it as a native class type. Current workaround: Ensure that the Blueprint ...

Calling a native interface function implemented by a non-nativized Blueprint asset from a nativized Blueprint asset will silently fail at runtime.

UE - Gameplay - Blueprint - Apr 29, 2020

In the sample project we have a Widget Blueprint asset (SomeWidget) that implements a native interface (PrintSomethingInterface.h). However, in the DefaultEditor.ini file, we've also excluded all Wi ...

Exclusive Nativization Method will nativize unselected struct blueprints

UE - Gameplay - Nov 20, 2017

When the Project Nativization method is set to Exclusive, packaging the project will cause any struct blueprint (UUserDefinedStruct asset) to be nativized, without actually setting nativization on t ...

Custom software cursor cannot move beyond the Monitor's native resolution when the resolution is set higher than the native resolution of the monitor

UE - Editor - UI Systems - May 30, 2017

Software cursor will not go beyond the native resolution of the monitor. This means that if the resolution for the game window is set to a resolution higher than the native resolution of the monitor ...

Nativized build will crash on load if a member variable in a nativized parent Blueprint class references a non-nativized child Blueprint class asset.

UE - Gameplay - Blueprint - Aug 9, 2017

This occurs because there exists a circular reference between the nativized parent BP and the non-nativized child BP asset (which is a data-only Blueprint in this case). Current suggested workaroun ...

BP - Nativized build will crash at runtime if a non-nativized child that inherits from a nativized parent containing a ChildActorComponent sets the CAC class to a non-nativized child of a nativized BP class.

UE - Gameplay - Blueprint - Jan 26, 2020

Current workaround: Add a dummy variable to either BP_Owner_Child or BP_CAC_Child to force one of the two to be nativized. ...

Packaging fails for an exclusively-nativized BP-only project that includes a non-nativized child Blueprint class that's referenced by an (unrelated) nativized Blueprint class.

UE - Gameplay - Blueprint - Jun 21, 2018

For unknown reason, the header of BP_Parent is included twice. The second header is located after the .generated.h, causing the compile error. The following is the include section of BP_Child__pf1 ...

BP - Nativized build will crash at runtime if a BP class enabled for nativization includes a ChildActorComponent with a BP not enabled for nativization set as the ChildActor class.

UE - Gameplay - Blueprint - Apr 20, 2017

Note: The same crash will occur if the nativization mode is set to "Inclusive" in the Project settings and if the ChildActor BP class is a data-only Blueprint (i.e. has no script or member variables ...

Failure to attach component in a non-nativized child Blueprint class to an inherited component from a nativized parent Blueprint class.

UE - Gameplay - Blueprint - May 30, 2018

Attachment will currently fail at runtime during load and/or construction if a component from a non-nativized child Blueprint is attached to an inherited component from a parent class that is nativi ...