# Blueprint nativization crash with CDO error

**URL:** <https://forums.unrealengine.com/t/blueprint-nativization-crash-with-cdo-error/462380>\
**Category:** Getting Started & Setup\
**Tags:** UE4-24, nativization, cdo, unreal-engine, crash, question\
**Created:** [March 12, 2020, 11:57pm UTC](https://forums.unrealengine.com/t/blueprint-nativization-crash-with-cdo-error/462380 "2020-03-12T23:57:47Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![zsoltvagyok](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zsoltvagyok](https://forums.unrealengine.com/u/zsoltvagyok)\
**Post date:** [March 12, 2020, 11:57pm UTC](https://forums.unrealengine.com/t/blueprint-nativization-crash-with-cdo-error/462380/1 "2020-03-12T23:57:47Z")

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I have a blueprint + cpp project in 4.24 (was upgraded from 4.20). It works perfectly without blueprint nativization, however if exclusive nativization is turned on, it crashes right after start. The packaging completes successfully, but when I start the packaged game, it crashes instantly with the following crash report:

```
Assertion failed: 0 [File:E:/_Unreal_/UnrealEngine-4.24/Engine/Source/Runtime/CoreUObject/Private/Blueprint/BlueprintSupport.cpp] [Line: 3006]

ZeroCaliber!AssertFailedImplV() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\core\private\misc\assertionmacros.cpp:105]
ZeroCaliber!FDebug::CheckVerifyFailedImpl() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\core\private\misc\assertionmacros.cpp:455]
ZeroCaliber!FConvertedBlueprintsDependencies::FillUsedAssetsInDynamicClass() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:3006]
ZeroCaliber!AActivatableBase_C __pf3985733415::__ CustomDynamicClassInitialization() [e:\dev\perforce\zcoq\intermediate\plugins\nativizedassets\windows\game\source\nativizedassets\private\activatablebase__pf3985733415.cpp:502]
ZeroCaliber!UClass::CreateDefaultObject() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\coreuobject\private\uobject\class.cpp:3142]
ZeroCaliber!UClass::AssembleReferenceTokenStreams() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\coreuobject\private\uobject\class.cpp:4563]
ZeroCaliber!FUObjectArray::CloseDisregardForGC() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\coreuobject\private\uobject\uobjectarray.cpp:75]
ZeroCaliber!FEngineLoop::PreInitPostStartupScreen() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\launch\private\launchengineloop.cpp:2902]
ZeroCaliber!GuardedMain() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\launch\private\launch.cpp:131]
ZeroCaliber!GuardedMainWrapper() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
ZeroCaliber!WinMain() [e:\_unreal_\unrealengine-4.24\engine\source\runtime\launch\private\windows\launchwindows.cpp:263]
ZeroCaliber!__scrt_common_main_seh() [d:\agent\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

```

The last line in the log file:

```
LogClass: Error: CDO is created for a dynamic class, before the class was constructed. /Game/Vendetta/Blueprints/Activatables/ActivatableBase.ActivatableBase_C

```

The nativized build works in 4.20 and also 4.23, but it crashes in 4.24.

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<div class="post-metadata">

**Author:** ![chau.buibao](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@chau.buibao](https://forums.unrealengine.com/u/chau.buibao)\
**Post date:** [September 22, 2021, 1:15am UTC](https://forums.unrealengine.com/t/blueprint-nativization-crash-with-cdo-error/462380/2 "2021-09-22T01:15:07Z")

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Have you found out the solution yet?
