Nativizing Blueprints not working, NativizedAssets.uplugin not found

When I try to package my project with nativizing blueprints, it gives me this error:

MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: ********** COOK COMMAND COMPLETED **********
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: B:\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe Pro Win64 Development -Project="A:\Projekte\Unreal Engine 4 Projekte\Pro 4.12\Pro.uproject"  "A:\Projekte\Unreal Engine 4 Projekte\Pro 4.12\Pro.uproject" -PLUGIN "A:\Proje
MainFrameActions: Packaging (Windows (64-bit)): kte\Unreal Engine 4 Projekte\Intermediate\WindowsNoEditor\NativizedAssets\NativizedAssets.uplugin" -remoteini="A:\Projekte\Unreal Engine 4 Projekte\Pro 4.12" -noxge -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: System.IO.DirectoryNotFoundException: Ein Teil des Pfades "A:\Projekte\Unreal Engine 4 Projekte\Intermediate\WindowsNoEditor\NativizedAssets\NativizedAssets.uplugin" konnte nicht gefunden werden.
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:    bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:    bei System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:    bei System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:    bei System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:    bei System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:    bei UnrealBuildTool.JsonObject.Read(String FileName)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:    bei UnrealBuildTool.PluginDescriptor.FromFile(FileReference FileName)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:    bei UnrealBuildTool.PluginInfo..ctor(FileReference InFile, PluginLoadedFrom InLoadedFrom)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:    bei UnrealBuildTool.RulesCompiler.CreatePluginRulesAssembly(FileReference PluginFileName, RulesAssembly Parent)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:    bei UnrealBuildTool.UEBuildTarget.CreateTarget(TargetDescriptor Desc)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool:    bei UnrealBuildTool.UnrealBuildTool.RunUBT(String[] Arguments, FileReference ProjectFile)
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0,5903967s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): B:\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe Pro Win64 Development -Project="A:\Projekte\Unreal Engine 4 Projekte
MainFrameActions: Packaging (Windows (64-bit)): \Pro 4.12\Pro.uproject"  "A:\Projekte\Unreal Engine 4 Projekte\Pro 4.12\Pro.uproject" -PLUGIN "A:\Projekte\Unreal Engine 4 Projekte\Intermediate\WindowsNoEditor\NativizedAssets\NativizedAssets.uplugin" -remoteini="A:\Projekte\Unreal Engine 4 Projekte\Pro 4.12" -noxge -generatemanifest -NoHotReloadFromIDE. See l
ogfile for details: 'UnrealBuildTool-2016.05.03-20.23.35.txt' 
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 Env
Vars)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride
, Dictionary`2 InTargetToManifest)
MainFrameActions: Packaging (Windows (64-bit)):    bei Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
MainFrameActions: Packaging (Windows (64-bit)):    bei BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)):    bei AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

It successfully packages without the nativize option. After reading the log, it seems that the path is wrong? The .uplugin is located under A:\Projekte\Unreal Engine 4 Projekte\Pro 4.12\Intermediate\WindowsNoEditor\NativizedAssets whereas the editor looks under A:\Projekte\Unreal Engine 4 Projekte\Intermediate\WindowsNoEditor\NativizedAssets\NativizedAssets.uplugin

Hello,

  • Are you using a source build or a build from the launcher?
  • Try packaging a blank project to with nativize enabled to see if you get the same error.
  • Does your project contain any C++ code that you’ve added?
  • I use 4.12.0 P2 from the launcher
  • A blank project and the fps template project successfully package with nativized blueprints
  • Actually it contains C++ code, however it is just code that gets generated when you convert your project from BP only to C++. Besides that, I did not add any C++ code.

EDIT: Just a note, this project was duplicated and converted from 4.11 to 4.12P2. Nativizing BP didn’t work with 4.11 either.

Also converting the project back to BP only still results in the same error.

Hello,

After some further investigation, it seems that there is a bug report (UE-30196) that is related to being unable to package a copy of a project while using Nativize Blueprint Assets. Thank you for your report.

Have a great day

Alright thanks for the info <3