Blueprint nativization fails - relative path not found

Hi,

I´m trying to nativize a pure blueprint project with 2 project plugins on Android ASTC (Oculus Quest). The project compiles and deploys fine when nativization is disabled, but when I enable it UnrealBuildTool fails with this error:

E:/UE4/GladiusQuest/Intermediate/Plugins/NativizedAssets/Android/Game/Source\NativizedAssets/Public/Bow3__pf1418999182.h(5,10): fatal error: ‘…/Plugins/VRExpansionPlugin/VRExpansionPlugin/Source/VRExpansionPlugin/Public/VRBPDatatypes.h’ file not found
UATHelper: Packaging (Android (ASTC)): #include “…/Plugins/VRExpansionPlugin/VRExpansionPlugin/Source/VRExpansionPlugin/Public/VRBPDatatypes.h”

The plugin .h file is in the correct folder location, and in fact if I manually modify the #include line in the autogenerated .cpp file and set it to full path (#include “E:/UE4…”), and then manually run UnrealBuildTool.exe again from the command prompt, it compiles just fine. So it seems the engine is not generating the correct relative path for this plugin, or somehow not including the plugins folder in the paths to look.

Is there a way to fix this?

Thank you very much in advance.

I have a similar problem, for me, it fails when it tries to get vr namespace for Steam and Open VR plugins

build error log

From there being opening up each of the questions listed. If it’s an engine bug (and not just something like “Engine Crashes” or some other thread that’s lacking any indication of what the issue is) post the response below and assign the issue to Answerhub_Bugs:

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

Thanks Sam, will try to reproduce it in a clean project and report the bug.

BTW, i just found a simple workaround.

Create an empty header file and place it in the engine plugins folder with the corresponding relative route, the process compiles just fine.