Nativized blueprints cause error in multiplayer

Hi ,

Apologies - the Blueprint nativization build pipeline has changed a bit in 4.18. There is some documentation of this in the release notes here (see the “Upgrade Notes” and “Programming Upgrade Notes” sections towards the bottom), and we are working to update the official documentation with more details.

Briefly, it is no longer necessary to manually copy the plugin folder around like it was in 4.15 in order to build the C++ target after cooking. Additionally, it is no longer necessary to add ‘-nativizeAssets’ to the command line; instead, the tools now just look at the current value of the ‘BlueprintNativizationMethod’ setting in the Project settings->Packaging UI (it is also possible to override that setting on the command line, let me know if you need to do that).

So that I understand, are you building both the ‘Game’ and ‘Server’ configurations? Or are you building a ‘Client’ and ‘Server’ configuration?

From your description, it sounds like you are building ‘Game’ and ‘Server’. In that case, make sure you run a separate cook for both the ‘Game’ and ‘Server’ targets (TargetPlatform=WindowsNoEditor and TargetPlatform=WindowsServer, respectively). That should result in a NativizedAssets plugin for each cooked configuration. Once you’ve done that, then you should have the proper cooked content/source required for each target, and you can run your C++ build tasks for both the game and server binaries.

Let me know if that doesn’t resolve the issue for you. Hope this helps!