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
I am not able to find world outliner how to enable it?
Bullet replication problem. The players sees each other but does not see the bullet
How can i modify the param name in EQS node
An error occurred while trying to generate project files !?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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 |