How to remove editor dependencies from nativized assets?

Hey everyone!

My project just got approved on steam (!!!) and I wanted to try and optimize my build before releasing. I figured I could just get away with nativizing a few of the blueprints that I could creating performance issues so I’m trying to nativize, but I’m guess I’m trying to package a bunch of non-redistributable modules.

Some of these make sense, but some of them shouldn’t have any business being in the log as far as the reference viewer has described.

A lot of these modules have no references to the blueprint packages so I’m wondering if the tool takes ALL dependencies into consideration rather than the ones that are included in the blueprint actors. I’m using the exclusive option when packaging.

There are a lot so I don’t expect to find an easy resolution, but I was wondering if anyone could add any insight on removing these modules. It seems like it might be easier to just rewrite everything in C++, but I wanted to avoid doing that if possible since potential bugs could come up and it would take some time to get everything working.

Here’s the error that I get when packaging. This is the only error preventing the build.

UATHelper: Packaging (Windows (64-bit)): ERROR: ERROR: Non-editor build cannot depend on non-redistributable modules. E:\Documents\Unreal Projects\FractumInnovations\n0d3Builder\Binaries\Win64\n0d3Builder-Win64-shipping.exe depends on
‘EditorStyle’,
‘EditorWidgets’,
‘Settings’,
‘SourceCodeAccess’,
‘SourceControl’,
‘SourceControlWindows’,
‘WorkspaceMenuStructure’,
‘DirectoryWatcher’,
‘DesktopPlatform’,
‘AddContentDialog’,
‘PackagesDialog’,
‘CollectionManager’,
‘ClassViewer’,
‘TargetPlatform’,
‘HardwareTargeting’,
‘MessageLog’,
‘UATHelper’,
‘Merge’,
‘BlueprintGraph’,
‘KismetWidgets’,
‘ActorPickerMode’,
‘RawMesh’,
‘MaterialBaking’,
‘ClothingSystemEditorInterface’,
‘MeshReductionInterface’,
‘HierarchicalLODUtilities’,
‘HierarchicalLODOutliner’,
‘CommonMenuExtensions’,
‘PinnedCommandList’,
‘AdvancedPreviewScene’,
‘SkeletonEditor’,
‘StatsViewer’,
‘DeviceProfileServices’,
‘SceneOutliner’,
‘MovieSceneCaptureDialog’,
‘SequencerWidgets’,
‘SequenceRecorderSections’,
‘Sequencer’,
‘PixelInspectorModule’,
‘DeviceManager’,
‘ExternalImagePicker’,
‘SharedSettingsWidgets’,
‘SettingsEditor’,
‘UnrealEdMessages’,
‘ScreenShotComparisonTools’,
‘AutomationController’,
‘AutomationWindow’,
‘DesktopWidgets’,
‘ScreenShotComparison’,
‘ProfilerMessages’,
‘ProfilerClient’,
‘Profiler’,
‘SessionFrontend’,
‘SlateReflector’,
‘Layers’,
‘LandscapeEditor’,
‘Localization’,
‘InternationalizationSettings’,
‘ConfigEditor’,
‘ViewportInteraction’,
‘ComponentVisualizers’,
‘AudioSettingsEditor’,
‘DetailCustomizations’,
‘FoliageEdit’,
‘WorldBrowser’,
‘NewLevelDialog’,
‘DeviceProfileEditor’,
‘PlacementMode’,
‘LauncherServices’,
‘IntroTutorials’,
‘VREditor’,
‘LevelEditor’,
‘SequenceRecorder’,
‘AnimationEditor’,
‘Persona’,
‘AnimationModifiers’,
‘MeshBoneReduction’,
‘AnimationBlueprintEditor’,
‘SceneDepthPickerMode’,
‘SkeletalMeshEditor’,
‘GraphColor’,
‘MeshDescriptionOperations’,
‘QuadricMeshReduction’,
‘MeshBuilder’,
‘MeshUtilities’,
‘StaticMeshEditor’,
‘MeshMergeUtilities’,
‘MaterialUtilities’,
‘MaterialEditor’,
‘MovieSceneTools’,
‘KismetCompiler’,
‘DerivedDataCache’,
‘HotReload’,
‘BlueprintCompilerCppBackend’,
‘BlueprintNativeCodeGen’,
‘Kismet’,
‘GraphEditor’,
‘LocalizationCommandletExecution’,
‘LocalizationService’,
‘TranslationEditor’,
‘UndoHistory’,
‘ProjectTargetPlatformEditor’,
‘OutputLog’,
‘LocalizationDashboard’,
‘MainFrame’,
‘GameProjectGeneration’,
‘ContentBrowser’,
‘Documentation’,
‘PropertyEditor’,
‘AnimGraph’,
‘InputBindingEditor’,
‘SwarmInterface’,
‘TargetDeviceServices’,
‘MeshPaint’,
‘MeshPaintMode’,
‘PluginWarden’,
‘ClothingSystemEditor’,
‘PIEPreviewDeviceProfileSelector’,
‘BspMode’,
‘GameplayDebugger’,
‘FunctionalTesting’,
‘FontEditor’,
‘TextureEditor’,
‘DistCurveEditor’,
‘Cascade’,
‘Matinee’,
‘CurveTableEditor’,
‘DataTableEditor’,
‘EditorSettingsViewer’,
‘PhysicsAssetEditor’,
‘ProjectLauncher’,
‘StringTableEditor’,
‘GeometryMode’,
‘TextureAlignMode’,
‘Blutility’,
‘MergeActors’,
‘ProjectSettingsViewer’,
‘PListEditor’,
‘AudioEditor’,
‘AIGraph’,
‘BehaviorTreeEditor’,
‘EnvironmentQueryEditor’,
‘ViewportSnapping’,
‘GameplayTasksEditor’,
‘HTML5TargetPlatform’,
‘HTML5PlatformEditor’,
‘OverlayEditor’,
‘ClothPainter’,
‘IOSPlatformEditor’,
‘AndroidDeviceDetection’,
‘AndroidPlatformEditor’,
‘LuminPlatformEditor’,
‘UnrealEd’,
‘CurveEditor’,
‘CurveAssetEditor’,
‘AssetTools’,
‘UMGEditor’.

Thank you again for everything you guys have done to get me up to speed! I came into this with zero programming knowledge and by the time I got this project out, you all have gotten me to the point where I can start rewriting engine modules and things as needed. (This project is still using the binary build, with no adjustments.)