Title might be vague but, the gist of it is if you set the nativization method to Inclusive, any blueprints that do not have any BP overrides or new events compared to their parent(so say only default variables are changed), do not get nativized at all. What happens is that when packaged, the child class just doesn’t spawn when it’s called. I miraculously didn’t crash when this occurred so I managed to get the log. When it tries to spawn a Data-Only Blueprint it’s looking for the nativized code for it but it doesn’t exist. So it logs this:
[2018.02.05-18.01.38:482][ 65]LogUObjectGlobals: Warning: Failed to find object 'Object None.None'
Steps to reproduce:
- Create a new Blueprint project
- Create a new Blueprint class or choose an existing one as parent
- Create 2 child classes of said parent class
- (optional)Alter some variables inside these child classes and give both of them unique looks so you know which is which
- Override a function/event or create a new event in only 1 of the child classes
- Place both child classes in the default level for the packaged game and save
- Package with Nativization set to Inclusive
You should see that only the child class with the additional code added will spawn.
Note that I’ve only tested this as DebugGame, I didn’t try Development not Shipping builds yet.