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RPC with TMap crashes UHT

If you define an RPC method that takes a TMap argument, it crashes UHT when parsing your header. I understand that TMaps are not supported for replication, so this should probably be a clearer error.

 Running UnrealHeaderTool "OurGame\OurGame.uproject" "OurGame\Intermediate\Build\Win64\OurGameEditor\DebugGame\OurGameEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors
 LogWindows : error : === Critical error: ===
   LowLevelFatalError [File:Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 129]
   Pure virtual not implemented (UProperty::GetCPPTypeForwardDeclaration)

Put the following in Repro.h anywhere in your source tree, and run a build:

 #pragma once
 #include "Repro.generated.h"
 class URepro : public UObject
     UFUNCTION(Client, Reliable, Category = "Repro")
     void Repro(const TMap<int32, int32>& Map);

If you include BlueprintCallable on your UFUNCTION, it provides a better error.

Product Version: UE 4.12
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asked Oct 20 '16 at 06:31 PM in Using UE4

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Hey Joergen,

Thanks for the feedback but at this time, we do not believe that what you are describing to be a bug with the Unreal Engine. However, I have submitted a feature request to have a more descriptive error message when a user tries to use a TMap in a replicated function.

You can follow the request here:


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answered Oct 31 '16 at 09:29 PM

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ImVawx ♦♦ STAFF
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