Excluding Blueprints from Conversion
When the Blueprint Nativization tool converts Blueprint nodes to native C++ code, the resulting executable is compiled with additional machine instructions,
dependencies, and embedded metadata to support the conversion.
So, it's important to be aware that when you opt into the Inclusive Blueprint Nativization Method,
your executable size will grow to a size that may be unacceptable for the platform that you're shipping for.
You can mitigate the bloating of your executable's size by specifying which Blueprints you want to exclude from the conversion process. To exclude Blueprints from conversion,
open your project's
DefaultEditor.ini file, and create a
[BlueprintNativizationSettings] heading with the following configuration properties:
To exclude a certain type of Blueprint asset, set the
ExcludedBlueprintTypes configuration property.
+ExcludedBlueprintTypes=/Script/UMGEditor.WidgetBlueprint, won't convert any Widget Blueprint assets.
To exclude a specific Blueprint asset, set the
ExcludedAssets configuration property.
+ExcludedAssets=/Engine/Tutorial/SubEditors/TutorialAssets/Character/TutorialCharacter, won't convert the Tutorial Character Blueprint asset.
Note that Blueprint assets are nativized during the packaging process only if they're cooked as part of that process. So, if you haven't specified any Blueprint assets or maps for cooking, Unreal Engine
will cook everything that's located inside of your Content directory. If, after selecting the Inclusive method, you notice that unused Blueprints are being nativized, you should probably opt into
the Exclusive Blueprint Nativization Method.