x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

BP nativization fails after moving from 4.16.3 to 4.18.1

I have a mounting slot class, which is a slot for item. There is MultiItemSlot that is child of it. I have also PlayerPawn and SpectateWatchingPlayerPawn that is child of PlayerPawn. PlayerPawn have using MultiItemSlot as template.

While packaging with BP nativization i fails with following message:

  C:\ue4Projects\ZeroKilled\ZeroKilledProject\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\SpectateWatchingPawn__pf1458230002.cpp(590): error C2065: 'AMultiItemSlot_C': undeclared identifier

If I remove all code from SpectateWatching it's working. If I add any code to it, even "beginPLay -> ParentCall Begin Play", packaging fails.

Packaging is working correctly when nativization is off. It also worked on 4.16.3.

Product Version: UE 4.18
Tags:
more ▼

asked Dec 07 '17 at 01:09 PM in Bug Reports

avatar image

dzarafata
117 3 8 12

avatar image Matthew J ♦♦ STAFF 2 days ago

Hello dzarafata,

That error message can indicate that you are doing the compilation portion of your packaging prior to the nativization. This would result in blueprint classes being converted to code that never gets compiled, which results in the blueprint class being ignored entirely since the actual blueprint class gets ignored due to the code version from nativization, which is not being compiled.

Another thing to try is to attempt disabling EDL (Event Driven Loading) and/or ASync loading if they are enabled, as those features have had quite a few changes since 4.16.3 and have had issues working in tandem with Blueprint Nativization in the past.

If none of this helps, please provide the full log file from the packaging attempt, which will include quite a bit more information, including your packaging settings which could be important.

avatar image CRITIC4L yesterday

Hi there,

I'm including log files with four types of build configuration for our project, with combinations of enabling/disabling EDL and inclusive/disabled nativization.

Without nativization packaging is completing, with nativization and EDL enabled there is error as Dzarafata posted above, it fails with MultiItemSlot.

Enabled EDL and nativization returns even more errors i.e ProcessResult.StdOut: C:\UnrealProjects\SpecialForcesVR\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\LobbyWidget_pf1557897223.cpp(1083): error C2440: '': cannot convert from 'initializer list' to 'FBlueprintDependencyData' ProcessResult.StdOut: C:\UnrealProjects\SpecialForcesVR\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\LobbyWidget_pf1557897223.cpp(1083): note: No constructor could take the source type, or constructor overload resolution was ambiguous

Could you also detail first paragraph, can we modify order of compiling/nativization and if so how can we do it?

avatar image Matthew J ♦♦ STAFF 13 hours ago

As for the ordering of the compiling/nativization, that would only be an issue if you were using your own custom build pipeline which it doesn't seem is the case. It's also the only way you could reorder it. I wouldn't be concerned about that because the reason for the failure seems to be the compilation of these nativized assets so they are being compiled.

I've noticed that there are many more instances of syntax related errors, rather than just that one that Dzarafata posted. As the compilation errors from the nativized assets seem to be mostly about references to assets that do not appear to exist, I would suggest trying to fix up the multitude of warnings you are seeing, such as:

Warning: Accessed None trying to read property CallFunc_GetOurGameInstance_ourGameInstance3

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question