Defining a C++ Struct when a BP Struct exists

Say you defined a blueprint struct, say of name FMapInfo, and have used it in various places. If you make a BlueprintType’d C++ Struct named FMapInfo and then load anything that references a FMapInfo in blueprint, UE4 will try to allocate a random amount of memory which is usually greater than 1000 TB.

Hi ,

I tried to reproduce this with a simple setup in a new project and was unable to do so. Would you be able to provide some additional information about this issue?

  • What version of the Engine are you using?
  • Are you using the binary version installed by the Launcher, or did you build the Engine from source code?
  • Could you provide examples of how you created the two structs, and how you are using them?
  • Are you able to reproduce this in a new project, or does it only occur in your own project?

Hi ,

We have not heard from you for some time. Do you still need help with this issue? I will be marking this issue as resolved for tracking purposes, but if you need any additional help please feel free to re-open it.