Ok so I have been spending more time this weekend trying to pin point the problem more. I thought I could identify exactly what led to the system wanting to bring Gamesparks into the nativization process but I didn’t manage to. It seems to be my custom GameInstance class where most of the Gamesparks bits are added to and I have to completely gut it out before I get a successful nativized build. So failing to ring fence and cut off the connection I had two other ideas maybe you can tell me if you think any of them are possible:
- Take the Unreal Engine source and somehow change it so that it will not bring in the Gamesparks plugin when nativizing. (as there’s really no reason it needs to)
- Somehow pause/halt the cook process after it has generated the nativization source code. Then alter the files by hand to remove references to Gamesparks. Then kick off the last part of the cook process.
To clarify, the Blueprint I am getting errors from has nothing to do with either Gamesparks or my custom GameInstance. No direct references as from what I can see. It just seems like the nativization is throwing its net very wide when assembling dependencies.