Issue occurs because there is a legacy code path that forces all interface parameters to be declared as 'const' in function declarations, even if CPF_ConstParm is not set in exported C++ code. This ...
Packaging a game with nativize blueprints enabled is preventing AI Perception from working. This has also been tested in a clean project where the AI Character would no longer be triggering its OnPe ...
When a BlueprintCallable function returns an array of classes, packaging will fail if Nativization Method is set to Inclusive. ...
A nativized Blueprint cannot currently invoke a non-public BlueprintCallable function that's defined in native C++ code without resulting in a C++ compile error. Example: APlayerController::PlayDyn ...
An assertion failure is thrown when using nativized functions on an Android device. ...
If you use "Set Array Elem" on a vector array but leave "Item" at the default value of (0,0,0) then you'll end up using a temporary uninitialised vector instead of (0,0,0) when it's nativized. Work ...
If a blueprint function library has a function that is const, the project will fail to compile if Nativize blueprint is set to true. ...
Blueprint assets that utilize an array "swap" node to swap elements cannot currently be converted to C++. Current workaround: Either avoid use of the "swap" node or exclude the Blueprint asset from ...
When a Blueprint contains a node that was added by a plugin (ex: GetBatteryLevel node added by Optional Mobile Features Blueprint Library), nativizing the BP in 4.16 completed fine but 4.17 gives a ...
Switching the Blueprint Nativization mode to inclusive along with un-checking Event Driven Loader will result in an error when trying to package the project. ...