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Create Unreal coding / style guide #1541

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j9liu opened this issue Nov 8, 2024 · 0 comments
Open

Create Unreal coding / style guide #1541

j9liu opened this issue Nov 8, 2024 · 0 comments
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documentation Improvements or additions to documentation

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@j9liu
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j9liu commented Nov 8, 2024

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 :)
@j9liu j9liu added the documentation Improvements or additions to documentation label Nov 8, 2024
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