Dear Epic Games,
This is not a question, this is a feedback letter for you and I’m making it public so that community can see it as well.
Today, through this error, I have learned that structs have a max size, if you have a struct with a size larger than the max, you encounter this error and a launch crash when launching a session.
Error Log In Question:
“LogWindows: Error: appError called: Assertion failed: GetIntNum(Property, IntType) < MaxZeroComparisons [File:D:\build++Fortnite\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\UnversionedPropertySerialization.cpp] [Line: 166]
Unexpectedly large property type encountered $ExprResultStack_17”
Message to you Epic Games, here is what you could do instead and become a proper company:
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- First of all, if there is a hard size limit for structs, how the hell am I even allowed to compile the script without any problems. Compile should give me a clear error, instead of an ambiguous server launch error.
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- I do understand the needs and requirements of having max memory allowed for scripts, and the total of the map. But having a limited size for a property is just lazy. I should be fine as long as my total memory consumption is ok.
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- Or if you’re so defensive about you hard size limit for structs you can at least let me have 1byte, 2 byte short and 4 byte integer and float (which is what they should be named, what was your idea on making the INT and FLOAT as 8 bytes, when almost everywhere else it’s 4 bytes. You could have just named them something else if you really wanted to make them 8 bytes, for example: StupidEpicGames8ByteInt and StupidEpicGames8ByteFloat), so that I can have more members in one struct without you changing the max struct size.
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- The Documentation, You have a hard size limit on your structs and it’s not mentioned anywhere, not even once, are you serious! Even if you are lazy enough to not add it as a static check to the compile process, at least write the useless documentation properly.