Hi,
I’m trying to nativize some simple Blueprints to c++ code, but there are no c++ files created (searched the whole project folder, but nothing).
Followed all the steps from here: Nativizing Blueprints | Unreal Engine Documentation
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Activated Exclusive Nativization in the Project Settings.
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Checked the Packaging Nativize in the Blueprint Class Settings
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Checked, if the BP was added in the Project Setting.
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Ran File>Package
The BP is pretty simple, I also added another even more simple BP, that just has a Static Mesh Component in it.
The Bps are called TestNativizationBP and TestActorToNative…
I don’t want to put the whole output log in here, it’s just too big, but there are a few lines that might show the problem:
BlueprintLog: New page: Compile TestNativizationBP
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Testing/TestNativizationBP" FILE="../../../../../../../UnrealProjects/TestingNativeC/TestingNativeC/Content/Testing/TestNativizationBP.uasset" SILENT=true
.............................................................
LogTemp: BranchPath = DESKTOP-FPL7UKD/F/Program Files (x86)/Epic Games/4.16/UE_4.16/Engine/Binaries — GameBranchPath = DESKTOP-FPL7UKD/F/Program Files (x86)/Epic Games/4.16/UE_4.16/Engine/Binaries
LogTemp: IPP ERROR: Could not find provision directory ‘C:\Users\TrT\AppData\Local/Apple Computer/MobileDevice/Provisioning Profiles/’.
LogDirectoryWatcher:Warning: Failed to begin reading directory changes for …/…/…/…/…/…/…/UnrealProjects/TestingNativeC/TestingNativeC/Plugins/. Error: Das System kann die angegebene Datei nicht finden. (0x00000002)
LogDirectoryWatcher: A directory notification for ‘…/…/…/Engine/Plugins/’ was aborted.
…
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/TestActorToNative" FILE="…/…/…/…/…/…/…/UnrealProjects/TestingNativeC/TestingNativeC/Content/TestActorToNative.uasset" SILENT=true
LogSavePackage: Save=26.00ms
LogSavePackage: Moving ‘…/…/…/…/…/…/…/UnrealProjects/TestingNativeC/TestingNativeC/Saved/TestActorToNative5ACD05334E7962A5742F7F902AA729F5.tmp’ to ‘…/…/…/…/…/…/…/UnrealProjects/TestingNativeC/TestingNativeC/Content/TestActorToNative.uasset’
LogSavePackage:Display: Finished SavePackage …/…/…/…/…/…/…/UnrealProjects/TestingNativeC/TestingNativeC/Content/TestActorToNative.uasset
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/EmptyMap" FILE="…/…/…/…/…/…/…/UnrealProjects/TestingNativeC/TestingNativeC/Content/EmptyMap.umap" SILENT=true AUTOSAVING=false KEEPDIRTY=false
…
Candidate modules for hot reload:
TestingNativeC
Launching UnrealBuildTool… [F:/Program Files (x86)/Epic Games/4.16/UE_4.16/Engine/Binaries/DotNET/UnrealBuildTool.exe TestingNativeC -ModuleWithSuffix TestingNativeC 6892 Win64 Development -editorrecompile -canskiplink “F:/UnrealProjects/TestingNativeC/TestingNativeC/TestingNativeC.uproject” ]
Warning: Starting HotReload took 0.1s.
The Automation Tool exits with Success, but as mentioned before, there are no c++ classes created for my BPs.
I guess I just miss something really basic… Others seem not to have a problem, bringing BP to c++.
Thanks for any advices!