Yes I can package the project without Nativize Blueprint Assets enabled.
I can’t open a copy in 4.13, because some plugin are still not compatible with 4.13. I will do this when they’ve released the updates.
Are divide by zero warnings critical? There are hundreds of divide and modulus functions in the blueprint, it is really hard for me to find them out. Isn’t there an easier way to detect which divide or modulus nodes are causing these issues? It gives me this warning but it is too generic to detect:
[2016.09.05-21.22.00:615][ 0]LogScriptCore:Warning: Divide by zero
Script call stack:
Function /Game/RORContent/Blueprints/TrackGenerator.TrackGenerator_C:UserConstructionScript
Function /Game/RORContent/Blueprints/TrackGenerator.TrackGenerator_C:BuildTrackElement
Function /Game/RORContent/Blueprints/TrackGenerator.TrackGenerator_C:GenerateProceduralSplineMesh
Also these lines don’t even say the class that they are in:
[2016.09.05-21.22.00:013][ 0]LogScriptCore:Warning: Divide by zero: Divide_Vector2DFloat
[2016.09.05-21.22.00:013][ 0]LogScriptCore:Warning: Divide by zero: Divide_Vector2DFloat
[2016.09.05-21.22.00:013][ 0]LogScriptCore:Warning: Divide by zero: Divide_Vector2DFloat
[2016.09.05-21.22.00:013][ 0]LogScriptCore:Warning: Divide by zero: Divide_Vector2DFloat