When using the experimental nativized blueprint assets, .exe projects will crash with an assertion failure in the LinkerLoad.cpp Line 3900. This crash will only occur using nativized blueprint asse ...
Collision stops working for packaged games regardless of the nativize blueprint settings. Duplicate; refer to [Link Removed] for original issue. Test Project: [Link Removed] ...
From a UDN thread: When cooking, we are seeing hundreds of warnings of the format "Compiler Warning A node that generated no code of it's own ( X ) tried to inject code into Y". There isn't anythin ...
Attempting to load a nativized blueprint whose parent contains an instanced subcomponent causes the editor to crash in a packaged build. Regression?: Yes This did not occur in 4.18 ...
There is a crash occurring with a packaged game that has a Struct containing an Enum inside of it, as well as having the nativization on, the issue does not occur if Nativization is turned off. The ...
REGRESSION Does not occur in 4.24 Blueprints that call Array_Identical results in a failure during nativization:F:/Projects/Release/TestNativizeArray/Intermediate/Plugins/NativizedAssets/Windows/Ga ...
Attempting to package a project that has nativization enabled for a function that takes a delegate-type variable as an input results in failure. Regression?: No This occurred in 4.19 ...
Overriding a BlueprintNativeEvent function with a const reference parameter in blueprints causes the project to fail to package if the blueprint is nativized. Note: This only occurs if the function ...
Right now, any UINTERFACE that is not marked as CannotImplementInterfaceInBlueprint is shown as implementable in blueprint. If these functions have BlueprintCallable functions or related things then ...
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 ...