Showing only posts tagged c++. Show all posts.

UE4: Reference to Default Subobject Of

~ 2 minute read.

Blue­print ver­i­fi­ca­tion er­rors are in­ter­est­ing. Es­pe­cial­ly if while cook­ing or sav­ing the ed­i­tor spits out “BP[…] con­tains in­valid da­ta” which leaves you pret­ty clue­less.

You will find, though, that …

Standard and User-Defined Conversions

~ 3 minute read.

I just came across a sur­pris­ing bug in my code which I did not ex­pect to cause any prob­lem at all. The sim­pli­fied code goes like this:

void foo(const std::string& str) { printf("string!"); }

          void foo(const bool b) { printf("bool!"); }

          // ...

          foo("0 …

UE4: Deprecating Symbols

~ 3 Minute Read.

I find my­self googling for how to dep­re­cate UENUM, USTRUCT, UCLASS, UPROPERTY, UFUNCTION in Un­re­al En­gine 4 ev­ery now and then. With this blog post I hope to pro­vide a ref­er­ence for how to do this for …

Printf bit me

< 1 Minute Read.

Work­ing on an Un­re­al En­gine 4 project, I had a strage is­sue with their FString::Printf(format, args...) func­tion (which is ba­si­cal­ly just call­ing _vsntprintf).

The fi­nal is­sue was that I was try­ing to …

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