Stanislav Denisov

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Also, GCC on Ubuntu throws warnings during compilation: ``` colorize.c: In function ‘ut_strbuf_append_intern’: colorize.c:258:17: warning: implicit declaration of function ‘strdup’ [-Wimplicit-function-declaration] char *remainder = strdup(str + memLeftInElement); ^ colorize.c:258:35: warning:...

Some software developers already solve this issue. http://capturegamevideo.com/index.php?/topic/4098-playclaw-51/?p=31146 http://steamcommunity.com/games/228180/announcements/detail/88168052262066197/

[`BoxSphereBounds`](https://github.com/EpicGames/UnrealEngine/blob/f15559054b2d03edb39eb66e77d4a3102eec16db/Engine/Source/Runtime/Core/Public/Math/BoxSphereBounds.h#L23) became a generic type and should be changed accordingly in my codegen tool. I need to think about how to wrap it properly.

Changing the [`Bounds`](https://github.com/nxrighthere/UnrealCLR/blob/master/Source/Managed/Framework/Codegen.cs#L1297) structure will break compatibility with UE4, and this structure is based on `double` data types by default in UE5. Also, `System.Numerics.Vectors` [doesn't support](https://github.com/dotnet/runtime/issues/24168) double-precision in .NET. 🤔

There are a bunch of other methods that require refactoring for double precision. It seems that I have to make a separate branch for UE5 and maintain it along with...

> Consider using "#if" solutions instead of maintaining different branches. That's probably an acceptable way to solve it, but I have no clue what to do with the double-precision math...

Please, see https://github.com/nxrighthere/UnrealCLR/pull/248.

The first prototype implemented. Current challenges: - Auto-generated C++ plugin with blueprint functions cannot be hot reloaded with headers that generated by the Unreal's header tool for a blueprint function...

Seems like it's possible to generate blueprint nodes dynamically at runtime. The current challenge at this point is the invocation of user functions with variable-length parameters. In terms of performance,...