# UE4 (4.19) Blueprint Nativization builds without error now

**URL:** https://qa.fmod.com/t/ue4-4-19-blueprint-nativization-builds-without-error-now/13815
**Category:** Unreal Engine
**Created:** [April 11, 2018, 10:03pm UTC](https://qa.fmod.com/t/ue4-4-19-blueprint-nativization-builds-without-error-now/13815 "2018-04-11T22:03:32Z")
**Posts on this page:** 3
**Page:** 1

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### Author: ![IsaacNichols](https://avatars.discourse-cdn.com/v4/letter/i/53a042/32.png) [@IsaacNichols](https://qa.fmod.com/u/IsaacNichols)
#### Post date: [April 11, 2018, 10:03pm UTC](https://qa.fmod.com/t/ue4-4-19-blueprint-nativization-builds-without-error-now/13815/1 "2018-04-11T22:03:32Z")

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Just wanted to say thanks to the FMOD team and inform others that the FMOD plugin builds and runs using nativization on 4.19. Haven’t had an issue so far. I built the game for an exclusive blueprint I did not test inclusive.

Thanks.

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### Author: ![TheSniperFan1](https://avatars.discourse-cdn.com/v4/letter/t/2bfe46/32.png) [@TheSniperFan1](https://qa.fmod.com/u/TheSniperFan1)
#### Post date: [April 12, 2018, 1:24pm UTC](https://qa.fmod.com/t/ue4-4-19-blueprint-nativization-builds-without-error-now/13815/2 "2018-04-12T13:24:34Z")

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That already worked and I think it was a fix from Epic. Exclusive nativization works for me on 4.18, but I don’t have any Blueprints added to it. It’s as soon as you add a BP that uses FMOD that builds failed. Thought that might have been fixed now. I might try with an empty project.

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### Author: ![IsaacNichols](https://avatars.discourse-cdn.com/v4/letter/i/53a042/32.png) [@IsaacNichols](https://qa.fmod.com/u/IsaacNichols)
#### Post date: [April 13, 2018, 4:53am UTC](https://qa.fmod.com/t/ue4-4-19-blueprint-nativization-builds-without-error-now/13815/3 "2018-04-13T04:53:58Z")

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> [@](#):
>
> That already worked and I think it was a fix from Epic. Exclusive nativization works for me on 4.18, but I don’t have any Blueprints added to it. It’s as soon as you add a BP that uses FMOD that builds failed. Thought that might have been fixed now. I might try with an empty project.

Well I appreciate the fix either way. And yes, that is why it would not build because I had blueprints that utilized FMOD.
