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.