I have always used ‘Exclusive’ with just a few blueprints and am currently testing with only one BP plus a few Interface BPs that go with it. UE still thinks that it should include GameSparks even if those blueprints have no connections with gamesparks at all.
I also managed to do the thing where I interrupt the build process at the right time, manually clean out the gamesparks .h references and then continue the build. It worked and the packaging goes through without errors and I get an executable that I can run without crashes.
The problem is that things get broken. A completely different blueprint loses its collision detection and there’s other problems in-game.
See if I can do anything to fix it. I’m not so hopeful.
The best would be if the Natvization could be told to be a bit more careful in its dependency collection. Or if it was somehow possible to say that certain modules or assets should not be dragged in.