You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Distinct from #1540, it might be useful to explicitly state how we write code in the context of Unreal Engine.
There are some Unreal conventions that deviate from our cesium-native style guide, e.g.,
Prefixes on names, e.g. bMyBoolean, FMyStruct, UMyComponent, AMyActor
Variable naming differences, e.g. not prefixing pointers with p.
Other knowledge that would be helpful:
When to use raw pointers vs. SoftObjectPtr, etc. Also, is there any reason we'd use TUniquePtr<T> vs. std::unique_ptr?
Differences between Unreal's math system vs. glm. For example, FMatrix makes some pretty big assumptions that affect matrix multiplication, whereas glm is more reliable
Using Unreal containers (e.g., TArray, TMap) for Blueprints or for UI. Other than that, any preference for using vs. std containers?
Since RTTI is disabled for Unreal, how does Unreal's casting system work?
Any other pain points we have discovered :)
The text was updated successfully, but these errors were encountered:
Distinct from #1540, it might be useful to explicitly state how we write code in the context of Unreal Engine.
There are some Unreal conventions that deviate from our cesium-native style guide, e.g.,
bMyBoolean
,FMyStruct
,UMyComponent
,AMyActor
p
.Other knowledge that would be helpful:
SoftObjectPtr
, etc. Also, is there any reason we'd useTUniquePtr<T>
vs.std::unique_ptr
?glm
. For example,FMatrix
makes some pretty big assumptions that affect matrix multiplication, whereasglm
is more reliableTArray
,TMap
) for Blueprints or for UI. Other than that, any preference for using vs.std
containers?The text was updated successfully, but these errors were encountered: