Nativize Blueprint Assets problems

First of all looks like when I turn on this experimental features the Custom nodes defined in my plugins looks like got problems to compile and at package return a line that say the name of the BP and (number of line) and when i check that is the line of the include of my plugin, not sure if is a problem with the plugin or just don’t give the real folder of the plugin.

Second, at compile all removing that line and with the game working, at play in the packaged game looks like the triggers or something don’t work or probably are the timers in BP calling Function who don’t work. (Looks like is a problem with the Trigger don’t even execute the events of overlap at least in custom channels)

  1. Create new project using a template the FPS better.
  2. Then in the character add a new collision shape component ( a Capsule or Box or Sphere)
  3. Set the new collision shape to overlap and overlap a new custom channel and set him to that channel.
  4. Create a new Blueprint and add in this a new collision shape component ( a Capsule or Box or Sphere).
  5. In this one set too to the same custom collision channel and set too to that channel.
  6. In someone of the two in the overlap even of begin for example add a hello world.
  7. Try in the editor if works, should work.
  8. Then Check the Nativize Blueprint Assets in the project, compile and package to ship build or other type of build.
  9. At play in the packaged version of Nativize Blueprint Assets the hello world no work, because the properties of the collision are not set by default in Nativize Blueprint Assets.

Hello,

Could you clarify exactly what problem you are experiencing? I understand you are having an issue with Nativize Blueprint Assets, but I’m not completely clear on what the exact issue is.

Does the issue lie within a plugin that you are working on/with, or does it lie in your project itself?

The second one is not about the plugin is a different problem, you can try just follow a overlap tutorial place a Box collision with overlap enabled and overlap with other actor you can see in packaged version don’t even print Hello World in the overlap event.

And about the plugin i can’t example you is just my node defined in my Plugin C++ and used in a BP returns error at package but don’t say much, just what I posted.

@JohnAlcatraz told me is a problem related with the collision settings, looks like are not set from the default panel.

Which overlap tutorial are you referring to, and at what point are you seeing it stop working?

If for example you create a sphere shape in your character (add one) and set overlap events and in the map place boxes with overlap events too, at play the compiled version you don’t get overlap triggers, need set in the begin play a overlap type.

Just to clarify, this issue is occurring when you use an overlap setup, enable the Nativize Blueprint Assets option, and then package your game? You’re seeing this behavior in the packaged product, correct?

Since the part of enable Nativize is correct, but the first is just when you create one BP that have a box collision with overlap event using as trigger and the player character got another one that when the 2 overlap then print for example hello world, with that for example work in editor but when package with [V]Nativize Blueprint Assets then no work in packaged game.

Thank you for the clarification.

Here are the steps I have taken to reproduce this issue:

  1. Create a new third person proejct
  2. Enable Nativize Blueprint Assets
  3. Create a new actor blueprint
  4. Add a box collision to the blueprint
  5. On Begin Overlap, cast to third person character
  6. Drag off of the cast and add a Print String “Hello”
  7. Package

In my packaged game, I am still seeing the string print, which indicates that it is working as intended. What steps are you taking when you are seeing this issue?

Okay don’t use the character collision make a new channel for collision example “Bananas” and set as default ignore then set the blueprint actor box to that channel and overlap and in the character set a new box or sphere collision to overlap bananas too, in the way that 2 are the only ones that collide, then try in the package game if work.

Is this setup working for you when you play in the editor as well?

If you are using a character blueprint, it will not support additional collisions other than the base capsule, which is because the character movement component requires the capsule in order to function properly. If you want to have a character with more than one collision box/capsule/etc, then you should use a pawn instead.

I talking about triggers, no collisions.

Please read the top post with the question.

After following the updated steps in your question, I have not been able to reproduce your issue. Even with Nativize Blueprint Assets enabled, my string is still being printed in the packaged game.

Could you provide a zipped up test project where this issue is occurring so I can take a look at what differences our setups have?

Here is my project sir: https://dl.dropboxusercontent.com/u/28070491/UE/Forums/OWP_10LitePublic.7z Open then compile, then play in editor don’t need move you will see the first Print is to test all work, then wait 2sec or 3 you will see the prints of the overlaps, then package and check, you will see how the overlap prints don’t work.

Hello,

I have reproduced your issue, and have entered a bug report (UE-28965). I will provide updates on this issue as they become available. Thank you for your report.

Have a great day

Hi. I have a very similar issue in my project. I updated from 4.18 to 4.23 and it all worked fine in 4.18.

When I package using nativize the “Collision Response to Channel” is not using what i set on the collision. In my case it was set to Ignore. I did find a workaround for now where I set the channel on begin play.
I did however not manage to recreate the issue in an empty actor with just 2 collisions set up in the same way as some of the ones in my broken blueprints.