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