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Nativization fails with nativized actor reference in values of map variable


I have a single class set to Nativize (exclusive method) : "Chunk". Another class ("MapManager" - not nativized) has a map variable with vector keys and Chunk references values. I attached the log errors (shipping build).

link text

I am absolutely not a programmer but I noticed that at the lines mentionned by the log (150-160 for MapManager and 1018-1819 for Chunk), the value type of the TMap is declared as AChunk_C* instead of AChunk_C__pf6286095*

From MapManager__pf6286095.h (150 - 160) :

 FORCENOINLINE TMap<FVector,AChunk_C*> & GetRef__ChunkMap__pf()
         static TWeakObjectPtr<UProperty> __PropertyPtr{};
         const UProperty* __Property = __PropertyPtr.Get();
         if (nullptr == __Property)
             __Property = GetClass()->FindPropertyByName(FName(TEXT("ChunkMap")));
             __PropertyPtr = __Property;
         return *(__Property->ContainerPtrToValuePtr<TMap<FVector,AChunk_C*> >(__Object));

From Chunk__pf6286095.cpp (1818) :

 TMap<FVector,AChunk_C*>  __Local__8 = TMap<FVector,AChunk_C*> {}

Unfortunately, I have not been able to reproduce the issue on a blank project. Prior to this error, I had other issues with Map variables (read : https://answers.unrealengine.com/questions/572195/nativize-assets-fails-with-set-variable.html) but I modified my script to avoid them. Map and sets are very useful and I would like to use the power of C++ conversion.

By the way, packaging without nativization works fine, I have restarted my computer several times, deleted Intermediate and Saved folders, etc.

Product Version: UE 4.16
log.txt (4.8 kB)
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asked Jun 27 '17 at 04:43 PM in Packaging & Deployment

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