I packaged demo level of UMG Input Manager, with setting of Blueprint Nativization Method as Inclusive.
And Build always crashes at start with this error message below.
Assertion failed: 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/Blueprint/BlueprintSupport.cpp] [Line: 3025]
TestUMGInputManager!FDebug::AssertFailed()
TestUMGInputManager!FDebug::CheckVerifyFailedImpl()
TestUMGInputManager!FConvertedBlueprintsDependencies::FillUsedAssetsInDynamicClass()
TestUMGInputManager!UWBP_GenericSpinbox_C__pf3576596714::__CustomDynamicClassInitialization() [d:\work2\testumginputmanager\intermediate\plugins\nativizedassets\windows\game\source\nativizedassets\private\wbp_genericspinbox__pf3576596714.cpp:598]
TestUMGInputManager!UClass::CreateDefaultObject()
TestUMGInputManager!UClass::CreateDefaultObject()
TestUMGInputManager!FObjectInitializer::~FObjectInitializer()
TestUMGInputManager!StaticConstructObject_Internal()
TestUMGInputManager!NewObject<UWBP_DemoSpinbox_C__pf1225427064>() [c:\epiclib\ue_4.25\engine\source\runtime\coreuobject\public\uobject\uobjectglobals.h:1234]
TestUMGInputManager!UWBP_DemoMenu_C__pf2243984533::__CustomDynamicClassInitialization() [d:\work2\testumginputmanager\intermediate\plugins\nativizedassets\windows\game\source\nativizedassets\private\wbp_demomenu__pf2243984533.cpp:1105]
TestUMGInputManager!UClass::CreateDefaultObject()
TestUMGInputManager!FAsyncPackage::EventDrivenCreateExport()
TestUMGInputManager!FAsyncPackage::ProcessImportsAndExports_Event()
TestUMGInputManager!<lambda_468fb2764891730f80da34562c3a20df>::operator()()
TestUMGInputManager!FAsyncLoadingThread::ProcessAsyncLoading()
TestUMGInputManager!FAsyncLoadingThread::TickAsyncThread()
TestUMGInputManager!FAsyncLoadingThread::TickAsyncLoading()
TestUMGInputManager!FAsyncLoadingThread::FlushLoading()
TestUMGInputManager!LoadPackageInternal()
TestUMGInputManager!LoadPackage()
TestUMGInputManager!UEngine::LoadMap()
TestUMGInputManager!UEngine::Browse()
TestUMGInputManager!UGameInstance::StartGameInstance()
TestUMGInputManager!FEngineLoop::Init()
TestUMGInputManager!GuardedMain()
TestUMGInputManager!GuardedMainWrapper()
TestUMGInputManager!WinMain()
TestUMGInputManager!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
I know I have to ask to who makes that first. But in my digging about build crash with exclusive nativized, It seems there is some condition to make problem like this.
How does Blueprint make problem like this? And How I can avoid from this?