Nativize assets issues Android/ios

The generated Build.cs file for the hidden NativizedAssetsPlugin doesn’t include include the Launch module on Android (required for AndroidJNI.h) which causes the build to fail for most (all?) android plugins.

AppleARKit plugin fails to work with Nativizing assets due to the fact that it includes private header files in public ones and that its blueprint library ufunctions are private.

With regard to AndroidJNI.h, I guess this is a problem with the android plugin modules, where Launch should be a public dependency rather than private.

Hello iktomi,

Does this new information solve your issue? If not, please let me know and we can continue looking into this. If we do need to continue, do you have an example of a plugin that fails to compile due to nativization?

Engine/Plugins/Experimental/AppleARKit is broken.

That is a highly experimental plugin. Are there any other plugins that are having this issue?

Matthew, I don’t know the answer. The issue occurred with our own plugins - and I haven’t tested any of the engine internal android ones other than GoogleTango.

Hello, I apologize for the delay on this but are you still experiencing this issue? If so, please let me know and I’ll continue investigating this. Otherwise I’ll be marking this as resolved for the moment for tracking purposes.