Blueprints simply doesn't nativize

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

  1. Activated Exclusive Nativization in the Project Settings.

  2. Checked the Packaging Nativize in the Blueprint Class Settings

  3. Checked, if the BP was added in the Project Setting.

  4. 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!