When I try to package my project with nativizing blueprints, it gives me this error:
MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: ********** COOK COMMAND COMPLETED **********
MainFrameActions: Packaging (Windows (64-bit)): Project.Build: ********** BUILD COMMAND STARTED **********
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: B:\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe Pro Win64 Development -Project="A:\Projekte\Unreal Engine 4 Projekte\Pro 4.12\Pro.uproject" "A:\Projekte\Unreal Engine 4 Projekte\Pro 4.12\Pro.uproject" -PLUGIN "A:\Proje
MainFrameActions: Packaging (Windows (64-bit)): kte\Unreal Engine 4 Projekte\Intermediate\WindowsNoEditor\NativizedAssets\NativizedAssets.uplugin" -remoteini="A:\Projekte\Unreal Engine 4 Projekte\Pro 4.12" -noxge -generatemanifest -NoHotReloadFromIDE
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Performing full C++ include scan (building a new target)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: System.IO.DirectoryNotFoundException: Ein Teil des Pfades "A:\Projekte\Unreal Engine 4 Projekte\Intermediate\WindowsNoEditor\NativizedAssets\NativizedAssets.uplugin" konnte nicht gefunden werden.
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: bei System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: bei System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: bei System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: bei System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: bei System.IO.File.InternalReadAllText(String path, Encoding encoding, Boolean checkHost)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: bei UnrealBuildTool.JsonObject.Read(String FileName)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: bei UnrealBuildTool.PluginDescriptor.FromFile(FileReference FileName)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: bei UnrealBuildTool.PluginInfo..ctor(FileReference InFile, PluginLoadedFrom InLoadedFrom)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: bei UnrealBuildTool.RulesCompiler.CreatePluginRulesAssembly(FileReference PluginFileName, RulesAssembly Parent)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: bei UnrealBuildTool.UEBuildTarget.CreateTarget(TargetDescriptor Desc)
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: bei UnrealBuildTool.UnrealBuildTool.RunUBT(String[] Arguments, FileReference ProjectFile)
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 0,5903967s to run UnrealBuildTool.exe, ExitCode=5
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Command failed (Result:5): B:\Epic Games\4.12\Engine\Binaries\DotNET\UnrealBuildTool.exe Pro Win64 Development -Project="A:\Projekte\Unreal Engine 4 Projekte
MainFrameActions: Packaging (Windows (64-bit)): \Pro 4.12\Pro.uproject" "A:\Projekte\Unreal Engine 4 Projekte\Pro 4.12\Pro.uproject" -PLUGIN "A:\Projekte\Unreal Engine 4 Projekte\Intermediate\WindowsNoEditor\NativizedAssets\NativizedAssets.uplugin" -remoteini="A:\Projekte\Unreal Engine 4 Projekte\Pro 4.12" -noxge -generatemanifest -NoHotReloadFromIDE. See l
ogfile for details: 'UnrealBuildTool-2016.05.03-20.23.35.txt'
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunAndLog(String App, String CommandLine, String Logfile, Int32 MaxSuccessCode, String Input, ERunOptions Options, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.CommandUtils.RunUBT(CommandEnvironment Env, String UBTExecutable, String CommandLine, String LogName, Dictionary`2 EnvVars)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.UE4Build.BuildWithUBT(String TargetName, UnrealTargetPlatform TargetPlatform, String Config, FileReference UprojectPath, Boolean ForceMonolithic, Boolean ForceNonUnity, Boolean ForceDebugInfo, Boolean ForceFlushMac, Boolean DisableXGE, String InAddArgs, Boolean ForceUnity, Dictionary`2 Env
Vars)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.UE4Build.Build(BuildAgenda Agenda, Nullable`1 InDeleteBuildProducts, Boolean InUpdateVersionFiles, Boolean InForceNoXGE, Boolean InUseParallelExecutor, Boolean InForceNonUnity, Boolean InForceUnity, Boolean InShowProgress, Dictionary`2 PlatformEnvVars, Nullable`1 InChangelistNumberOverride
, Dictionary`2 InTargetToManifest)
MainFrameActions: Packaging (Windows (64-bit)): bei Project.Build(BuildCommand Command, ProjectParams Params, Int32 WorkingCL, ProjectBuildTargets TargetMask)
MainFrameActions: Packaging (Windows (64-bit)): bei BuildCookRun.DoBuildCookRun(ProjectParams Params)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.BuildCommand.Execute()
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Automation.Process(String[] CommandLine)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.MainProc(Object Param)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
MainFrameActions: Packaging (Windows (64-bit)): bei AutomationTool.Program.Main()
MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error
It successfully packages without the nativize option. After reading the log, it seems that the path is wrong? The .uplugin is located under A:\Projekte\Unreal Engine 4 Projekte\Pro 4.12\Intermediate\WindowsNoEditor\NativizedAssets
whereas the editor looks under A:\Projekte\Unreal Engine 4 Projekte\Intermediate\WindowsNoEditor\NativizedAssets\NativizedAssets.uplugin