See UDN thread for details.
Essentially we need to ensure that class variables are created for SCS components even if the template isn't loaded as a result of a NeedsLoadForServer() API override. Otherwise we can end up with a compiler error on load due to missing variables for existing 'Get' nodes.
Expected result: The Blueprint compiles without warning when launching as an uncooked dedicated server.
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How do I set a material as a post-processing material?
How does TArray loop correctly remove elements in blueprints?
What is the difference between Camera and CineCamera?
How to delete some elements correctly when deleting an array loop?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-31667 in the post.
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Component | UE - Gameplay - Components |
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Target Fix | 4.14 |
Created | Jun 6, 2016 |
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Resolved | Sep 29, 2016 |
Updated | Apr 27, 2018 |