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.
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)…
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.