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Fixes packaging failing after you add this pack. If a project cooked fine before installing it and stopped afterwards, this is that bug. Upgrade by replacing the MarvelRivalsAnimNotifies folder in Plugins/.
What was wrong
Unreal's UObject.Class AttemptToFindUninitializedScriptStructMembers test fails when a USTRUCT has plain members with no default value, and the errors it logs fail a cook. Every property in this pack is generated from the game's SDK dump — a description of a class's layout, which carries no defaults — so all 92 plain members across the script structs came out bare:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Notify")
bool bRecoverDefaultValue; // no default — reading it is undefinedIt surfaced as a wall of errors naming Module:Marvel and Module:Hero_1056:
LogClass: Error: BoolProperty FAccessoryMaterialCurveParam::bRecoverDefaultValue
is not initialized properly. Module:Marvel File:Public/MarvelTypes.h
...
LogClass: Display: 92 Uninitialized script struct members found
Worth saying plainly: the errors named Marvel, never KawaiiPhysics. If you hit this while also installing the physics plugin, that plugin was not the cause.
The fix
Each member now gets the zero value its memory already effectively held, so nothing about behaviour or serialization changes — it only becomes defined. Enum members get their real zero-valued enumerator rather than a cast, and FLinearColor uses ForceInitToZero so alpha stays 0 instead of jumping to 1 as ::Black would. Members that already had proper constructors (FName, FString, TArray, TMap, TObjectPtr, TSoftObjectPtr, FGameplayTag*) are untouched — they were never flagged.
Measured in a 5.3.2 host project by running the test directly:
| errors logged | test result | |
|---|---|---|
| before | 360 | Fail |
| after | 0 | Success |
Binaries are rebuilt, which is the part that actually matters for most people: a Blueprint-only project loads the prebuilt DLL, so fixed headers alone would have changed nothing.
Unchanged from 1.0.0
Still requires KawaiiPhysicsRivals — drop both into Plugins/. The separate note in the README about property defaults still stands: these stubs start at C++ zero, which is not necessarily the game's own default, so a value you set that happens to match the stub default is not written to the asset and falls back to the game's value in game. That is inherent to working from a layout dump, and this release does not change it.