Build Failed - Nativization errors

UATHelper: Packaging (Windows (64-bit)): C:\Users\user1\Documents\Unreal Projects\HostileTakeover 4.20\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\BP_Parent_Structure__pf3415964424.cpp(490): error C2065: ‘UInteractionComponent_C__pf3533707687’: undeclared identifier

UATHelper: Packaging (Windows (64-bit)): C:\Users\user1\Documents\Unreal Projects\HostileTakeover 4.20\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\BP_Parent_Structure__pf3415964424.cpp(490): error C2672: ‘UObject::CreateDefaultSubobject’: no matching overloaded function found

UATHelper: Packaging (Windows (64-bit)): C:\Users\user1\Documents\Unreal Projects\HostileTakeover 4.20\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\BP_Parent_Structure__pf3415964424.cpp(490): error C2974: ‘UObject::CreateDefaultSubobject’: invalid template argument for ‘TReturnType’, type expected

UATHelper: Packaging (Windows (64-bit)): E:\UE4Engines\UnrealEngine-4.20 Source\Engine\Source\Runtime\CoreUObject\Public\UObject/Object.h(96): note: see declaration of ‘UObject::CreateDefaultSubobject’

I get a handful of warnings and then these errors. I have compiled the project from in the editor, rebuilt the source, and compiled these specific blueprints. None of my fixes worked.

I’d really like to nativize these, since they are my most complex blueprints. Any ideas?

I’ll also add that i was able to nativize my gamestate. The objects that did fail are all actors.

After a lot more googling, it turns out that this is a nativization issue. Enums and select nodes cause fatal errors, nativized bp’s that reference non nativized seem to have issues, compiling certain ones (as seen above) just fails…

It’d be REALLY cool to see some more love invested in nativization. There’s a lot of folks that need to be a jack of all trades with their projects, not having to learn code (on top of shaders, ui design, replication, game design, level design, lighting, particles etc) is basically essential.

Anyway, RIP blueprint nativization in larger projects. :confused:

Edit:
To be fair, some of the limitations are listed here:

Some of the major roadblocks are: Blueprint generated classes, BP Enums, BP Structs

The majority of any larger projects will have one, if not all of the above. :confused:

all plugins are having those, with even us C++ gurus moving to blueprints because blueprints are faster to code this is now a necessity