No, we are packaging with blueprints. Have you found a solution? looks like there are some issues with structs and interfaces when using the Nativization feature.
Nope. it’s an engine bug regarding certain aspects of maps and even sets. I’ll share with you a section I have written in my “nativization rulebook”, I needed to write one of these for myself and my team because nativization is essentially playing UE4 on hard mode.
Using map pins on an interface event/function is a no-go. Unreal has a bug in its own code that makes this fail. That is a recurring theme it would seem. None of these issues were caused by us.
Using map pins on “create widget” nodes also seems to break the builds. Possibly for the same reason as the interface. There are ways of working around this issue, however. Rather than making the map an expose on spawn variable, use the widget reference output of the create widget node to set the map that way, Like this
When using enums as the key to your map, make sure you are putting direct references to an enum as the input for a “find” or “add” node. This one kinda confuses me and I don’t fully understand it, but in one of my blueprints, I had 2 macros that were literally just this. I made them functions to condense the nodes a bit. That’s it. But that enum pin is seen as a “indirect cast” or something, and that makes the build fail. just make sure you enum is plugged directly into the “add” or “find” node and you should be fine.
These might not be all of the problems with maps, but they’re the ones I’ve come across so far. My game builds currently because I am following these rules, but I generally avoid using maps now because of the strife they’ve caused. I lost 2 days trying to fix these issues.