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 ...
When converting a Blueprint class to native C++ code, we're not currently distinguishing between an instanced default subobject assigned to an instanced object reference property within the CDO that ...
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, ...
The nativized spawner receives an invalid reference from the non nativized actor and fails silently meaning the variable doesn't get set. Additional info: This issue happens when using a pure and n ...
Crash occurs because the generated ctor for the nativized Actor-based Blueprint class is incorrectly trying to recreate a default subobject it owns through another instanced subobject. ...
Nativize Blueprint Assets causes a build to fail if a function has an open input for a button reference. The open reference appears to cause the project to fail to build when using Nativize Blueprin ...
Child actor component templates, when nativized, end up being owned by the converted Blueprint class object, rather than the child actor component template. Furthermore, we don't regenerate the chil ...
Packaging will fail if a Blueprint is set to be nativized, and it includes a TArray inherited from a parent code class that is of type TSubclassOf< SomeClass >. REGRESSION: Unknown. Blueprint nativ ...
Paired types (e.g. TMap) in a delegate signature do not compile after nativizing a Blueprint class containing it due to the macro expansion and comma inside the template spec between key and value t ...
https://udn.unrealengine.com/questions/385999/assertion-failed-isingamethread.html ...