GC FSM - Event-driven, hierarchical finite state machines in blueprint

Have begun migrating my project to use this plugin, which has so far cleaned my spaghetti blueprints right up!

However, I’m unable to nativize any blueprints that contain a state machine. Note that the states themselves are able to be nativised, just not the blueprints handling them.

This is the error I receive when packaging:


UATHelper: Packaging (Windows (64-bit)):     D:\Projects\Framework\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\BP_PlayerController__pf1547632563.cpp(476): error C2248: 'UGCFSMState::MakeStateObject': cannot access private member declared in class 'UGCFSMState'
UATHelper: Packaging (Windows (64-bit)):     C:\Program Files\Epic Games\UE_4.20\Engine\Source\../Plugins/Marketplace/GCFSM/Source/Runtime/Classes/GCFSMState.h(138): note: see declaration of 'UGCFSMState::MakeStateObject'
UATHelper: Packaging (Windows (64-bit)):     D:\Projects\Framework\Intermediate\Plugins\NativizedAssets\Windows\Game\Intermediate\Build\Win64\UE4\Inc\NativizedAssets\BP_PlayerController__pf1547632563.generated.h(11): note: see declaration of 'UGCFSMState'
UATHelper: Packaging (Windows (64-bit)):     D:\Projects\Framework\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\BP_PlayerController__pf1547632563.cpp(488): error C2248: 'UGCFSM::EnterState': cannot access private member declared in class 'UGCFSM'
UATHelper: Packaging (Windows (64-bit)):     c:\program files\epic games\ue_4.20\engine\plugins\marketplace\gcfsm\source\runtime\classes\GCFSM.h(74): note: see declaration of 'UGCFSM::EnterState'
UATHelper: Packaging (Windows (64-bit)):     C:\Program Files\Epic Games\UE_4.20\Engine\Plugins\Marketplace\GCFSM\Intermediate\Build\Win64\UE4\Inc\GCFSM\GCFSMSubmachineState.generated.h(11): note: see declaration of 'UGCFSM'
UATHelper: Packaging (Windows (64-bit)):     D:\Projects\Framework\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\BP_PlayerController__pf1547632563.cpp(517): error C2248: 'UGCFSMState::MakeStateObject': cannot access private member declared in class 'UGCFSMState'
UATHelper: Packaging (Windows (64-bit)):     C:\Program Files\Epic Games\UE_4.20\Engine\Source\../Plugins/Marketplace/GCFSM/Source/Runtime/Classes/GCFSMState.h(138): note: see declaration of 'UGCFSMState::MakeStateObject'
UATHelper: Packaging (Windows (64-bit)):     D:\Projects\Framework\Intermediate\Plugins\NativizedAssets\Windows\Game\Intermediate\Build\Win64\UE4\Inc\NativizedAssets\BP_PlayerController__pf1547632563.generated.h(11): note: see declaration of 'UGCFSMState'
UATHelper: Packaging (Windows (64-bit)):     D:\Projects\Framework\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\BP_PlayerController__pf1547632563.cpp(530): error C2248: 'UGCFSM::EnterState': cannot access private member declared in class 'UGCFSM'
UATHelper: Packaging (Windows (64-bit)):     c:\program files\epic games\ue_4.20\engine\plugins\marketplace\gcfsm\source\runtime\classes\GCFSM.h(74): note: see declaration of 'UGCFSM::EnterState'
UATHelper: Packaging (Windows (64-bit)):     C:\Program Files\Epic Games\UE_4.20\Engine\Plugins\Marketplace\GCFSM\Intermediate\Build\Win64\UE4\Inc\GCFSM\GCFSMSubmachineState.generated.h(11): note: see declaration of 'UGCFSM'
UATHelper: Packaging (Windows (64-bit)):     D:\Projects\Framework\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\BP_PlayerController__pf1547632563.cpp(543): error C2248: 'UGCFSM::Stop': cannot access private member declared in class 'UGCFSM'
UATHelper: Packaging (Windows (64-bit)):     c:\program files\epic games\ue_4.20\engine\plugins\marketplace\gcfsm\source\runtime\classes\GCFSM.h(77): note: see declaration of 'UGCFSM::Stop'
UATHelper: Packaging (Windows (64-bit)):     C:\Program Files\Epic Games\UE_4.20\Engine\Plugins\Marketplace\GCFSM\Intermediate\Build\Win64\UE4\Inc\GCFSM\GCFSMSubmachineState.generated.h(11): note: see declaration of 'UGCFSM'
UATHelper: Packaging (Windows (64-bit)):     D:\Projects\Framework\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\BP_PlayerController__pf1547632563.cpp(552): error C2248: 'UGCFSM::ReplicationWaitFunction': cannot access private member declared in class 'UGCFSM'
UATHelper: Packaging (Windows (64-bit)):     c:\program files\epic games\ue_4.20\engine\plugins\marketplace\gcfsm\source\runtime\classes\GCFSM.h(135): note: see declaration of 'UGCFSM::ReplicationWaitFunction'
UATHelper: Packaging (Windows (64-bit)):     C:\Program Files\Epic Games\UE_4.20\Engine\Plugins\Marketplace\GCFSM\Intermediate\Build\Win64\UE4\Inc\GCFSM\GCFSMSubmachineState.generated.h(11): note: see declaration of 'UGCFSM'
UATHelper: Packaging (Windows (64-bit)):     D:\Projects\Framework\Intermediate\Plugins\NativizedAssets\Windows\Game\Source\NativizedAssets\Private\BP_PlayerController__pf1547632563.cpp(588): error C2248: 'UGCFSMState::MakeFSM': cannot access private member declared in class 'UGCFSMState'
UATHelper: Packaging (Windows (64-bit)):     C:\Program Files\Epic Games\UE_4.20\Engine\Source\../Plugins/Marketplace/GCFSM/Source/Runtime/Classes/GCFSMState.h(141): note: see declaration of 'UGCFSMState::MakeFSM'
UATHelper: Packaging (Windows (64-bit)):     D:\Projects\Framework\Intermediate\Plugins\NativizedAssets\Windows\Game\Intermediate\Build\Win64\UE4\Inc\NativizedAssets\BP_PlayerController__pf1547632563.generated.h(11): note: see declaration of 'UGCFSMState'

It doesn’t appear to matter what the state machine is doing. Even just a “Launch FSM” node will get that error.