Blueprint nativization fails
I was trying to see if BP nativization would give my Gear VR app a performance boost. I ticked that option in the project settings, ticked Full rebuild in packaging, deployed to Android ETC2 and when I loaded my UE4 app on the device (Galaxy S6 with Gear VR) the only thing I saw was a sky sphere. Nothing else was working.
If someone from Epic wants to have my project for testing, I can share it privately.
asked Dec 23 '16 at 10:30 PM in Bug Reports
Thank you for running that test. I was able to narrow down the cause of the failure. I have written up a report and I have submitted it to the developers for further consideration. I have also provided a link to the public tracker. Please feel free to use the link provided for future updates. Thank you for your time and information.
Additional info: If you check your output log you will see an error similar to the one provided below. This is caused by setting a variable to itself in the construction script
Error: UATHelper: Packaging (Android (All)): UnrealBuildTool: C:/Users/YourUserName/Documents/Unreal Projects/YourProjectName/Intermediate/Android/NativizedAssets/Source/NativizedAssets/Private/NativeError__pf3688439234.cpp(237,20) : error: assigning field to itself [-Werror,-Wself-assign-field]
Make it a great day
answered Jan 05 '17 at 04:33 PM
Rudy Q ♦♦ STAFF
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