This is due to the [Link Removed] encoded UFunction object name passing through UHT into the boilerplate code (*.gen.cpp) that gets generated from the nativized Blueprint's C++ header file.
The issue also occurs when packaging Switch, Linux and iOS targets (when nativization is turned on).
The suggested workaround for 4.18.0 (and prior) is not to use non-ASCII characters in Blueprint Function/Graph names. Variable names, however, should be clear to use non-ASCII characters in 4.18.0 only, as versions prior to 4.18.0 also do not support non-ASCII characters in new Blueprint variable names.
UATHelper: Packaging (Android (ETC2)): fatal error: UTF-16 (LE) byte order mark detected in 'D:/dev/local/Epic/Testing/UE_51910/Intermediate/Plugins/NativizedAssets/Android/Game/Intermediate/Build/Android/UE4/Inc/NativizedAssets/NewBlueprint__pf1010915279.gen.cpp', but encoding is not supported
How do I set a material as a post-processing material?
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
What is the difference between Camera and CineCamera?
Head over to the existing Questions & Answers thread and let us know what's up.
5 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.16, 4.17, 4.18 |
Created | Nov 2, 2017 |
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Resolved | Jul 15, 2021 |
Updated | Jul 19, 2021 |