Packaging fails due to Blueprint nativization failing with specific blueprint

Hello! I would really like to export my game using the blueprint nativization feature, but packaging always fails when it is enabled. I narrowed it down to a couple of blueprints that don’t want to nativize correctly. Something else worth noting is that last time I packaged my project it went by fine with nativization, but that was on 15.0. I updated today to 15.1, and this is my first time trying to package with it. Those blueprints, however, have been modified since, making it hard to decide if it was the update that broke it or something. The error also mentions something related to Paper2D, but it is fine and working.

Here are my questions:

  • Can I roll back to 15.0?
  • Can I fix the “damaged” blueprints?
  • (last resort) can I exclude the “damaged” blueprints from being nativized without having to manually add every other blueprint to the nativization list?

What I have tried:

  • Deleting Intermediate folder
  • Deleting Binaries folder
  • Deleting cache in appdata/local
  • Enabling/disabling Paper2D

Thanks!

The error:

UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: G:\Unreal Projects\MarbleGame\Intermediate\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\W_Dpad__pf2078555211.cpp(9): fatal error C1083: Cannot open include file: 'PaperSprite.h': No such file or directory
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: G:\Unreal Projects\MarbleGame\Intermediate\WindowsNoEditor\NativizedAssets\Source\NativizedAssets\Private\Main__pf851959581.cpp(10): fatal error C1083: Cannot open include file: 'PaperSprite.h': No such file or directory
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: NativizedAssets.generated.1.cpp
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: NativizedAssets.generated.2.cpp
LogFileHelpers: Editor autosave (incl. sublevels) for '/Game/Levels/tPowerTutorial2' took 0.028
OBJ SavePackage: Generating thumbnails for [1] asset(s) in package [/Game/Blueprints/Player/Player] ([1] browsable assets)...
OBJ SavePackage:     Rendered thumbnail for [Blueprint /Game/Blueprints/Player/Player.Player]
OBJ SavePackage: Finished generating thumbnails for package [/Game/Blueprints/Player/Player]
Cmd: OBJ SAVEPACKAGE PACKAGE="/Game/Blueprints/Player/Player" FILE="../../../../../Unreal Projects/MarbleGame/Saved/Autosaves/Game/Blueprints/Player/Player_Auto1.uasset" SILENT=false AUTOSAVING=true
LogSavePackage: Save=512.27ms
LogSavePackage: Moving '../../../../../Unreal Projects/MarbleGame/Saved/Player_Auto14044186A4F53BA89D55DBEA144EA4558.tmp' to '../../../../../Unreal Projects/MarbleGame/Saved/Autosaves/Game/Blueprints/Player/Player_Auto1.uasset'
LogSavePackage:Display: Finished SavePackage ../../../../../Unreal Projects/MarbleGame/Saved/Autosaves/Game/Blueprints/Player/Player_Auto1.uasset
LogFileHelpers: Auto-saving content packages took 0.726
LogSlate: Took 0.019476 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: UBT ERROR: Failed to produce item: G:\Unreal Projects\MarbleGame\Intermediate\WindowsNoEditor\NativizedAssets\Binaries\Win64\UE4-NativizedAssets.lib

Hey paragonx9,

I think that you’re running into the issue listed below:

Unfortunately, there is no way to roll back, and as far as we’re aware the issue was present in 4.15 as well.

Also, you would be unable to “fix” the blueprint as the issue is currently related to a bug in our database that doesn’t seem to have a workaround at this time.

Finally, you would have to manually select each blueprint you wanted to nativize, I’m not aware of a way to “select all” and then deselect certain blueprints.

Have a great day

Aaaah that sucks, thanks for the reply though.