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Bug with special characters when nativizing blueprints

The Unreal Build Tool fails when packaging a project (tested when packaging for Android (DXT)), with some nativized blueprints and those nativized blueprints reference a C++ class (cpp or header file) that contains Umlauts like "ö" even just in comments, even when compilation and packaging the same project without nativized blueprints works without failure.

The Build Tool fails with error message: " fatal error: UTF-16 (LE) byte detected in file, but encoding is not supported". The file is encoded in UTF-8.

Keep in mind that "ö" is a legal character in UTF-8 and is not supposed to be a problem, especially not when only used in comments.

Product Version: UE 4.17
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asked Dec 11 '17 at 06:58 PM in Bug Reports

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SimonWeber
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It's not a bug, it was intentional. I have no idea why. I just know I had to replace the © in all my file headers with (c) to get it to compile -- maybe around 4.16-4.17 or so.

If you only use the character(s) in comments then just remove them, no choice AFAIK.

If you have them in your strings then there is a localization system that Epic put in. You'll need to use that to use special characters in the actual game. You could look here: https://wiki.unrealengine.com/The_Easy_Way_Of_Translating_Your_Game but note it's pretty old so things may have changed a bit since then.

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answered Dec 12 '17 at 02:22 AM

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Jin_VE
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avatar image SimonWeber Dec 12 '17 at 09:57 AM

Thanks for your answer, it's not much of an issue for us and mostly only confused us. I'm still not sure why such a change would be a "feature" (especially one that's worth adding)...

avatar image Jin_VE Dec 12 '17 at 10:30 AM

I don't think it is a feature per se. it's probably an acceptable loss for what they were trying to improve. It happened around the time they implemented the IWYU header system. Maybe it had something to do with that.

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