Please Improve Your Systems or At Least The Documentation Epic Games

Dear Epic Games,

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:

    1. 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.
    1. 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.
    1. 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.
    1. 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.

@EpikGeymir Thank you for your feedback. While I cannot guarantee a response, I can confirm that this has been forwarded to the appropriate team.

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