Hello Matthew, thank you for your reply. I understand that this is by design, but please consider the consequences:
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As far as I know, it is not possible to build a dedicated server with blueprint nativization, because the server is only built in Visual Studio, not packaged, so there are no nativization options. So I need to build the dedicated server without nativization.
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I cannot combine nativized / non nativized games as far as networking is concerned (I this from your reply).
Now if I combine the points 1 and 2, this means that you cannot use blueprint nativization in any network based game which requires a dedicated server - and this is a real bummer. This basically means that you cannot use blueprint nativization in any but the most trivial network based games.
Citing the original entry of this bug report “When I use blueprint nativization in UE 4.15 the Linux dedicated server and Win64 client of my game build without problems […] but once I try to connect to the server the connection drops […]” the only workaround seems to be not to use nativization.
Is it really by design that nativization is not available for network based games?