Unreal Engine 5 compatibility update#248
Unreal Engine 5 compatibility update#248tonetechnician wants to merge 3 commits intonxrighthere:masterfrom
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Thanks. I'll check it. |
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Yeah, that sounds right. I believe they made it generic for the large world coordinates. I'm not sure if this will change back to a specific type with 5.0 stable. Reading the codebase, I saw there was mention that floats will become doubles in 5.0 to support large world coordinates. |
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Will it work with preview2 as well? |
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Yeah, I think there's been a few changes with these classes. Haven't yet tried to port to Preview 2, but on my task list for the week so can feedback here! |
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Changing the |
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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 master or drop support of UE4 entirely. 🙄 |
Consider using "#if" solutions instead of maintaining different branches. |
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Cool stuff... Any idea on a timeframe for when a UE5 compatible version will be ready for download? Or is there a test branch I can download now? |
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Nice! Any news regarding UE5 support? |
That's probably an acceptable way to solve it, but I have no clue what to do with the double-precision math since it's not supported yet in |
This PR contains the start of a migration to UE5 Preview. I struggled to find a way to get a macro that associates UE5 with Preview instead of Early Access. Closest I could find was the BRANCH_NAME macro. Maybe @nxrighthere you know of a better way? I guess once UE5 stable is out Early Access won't need to be supported.
There is also a deprecated warning for UObject->IsPendingKill function. I've left that out for now, I imagine if it is being deprecated we could just omit it in UE5.
Hope this helps!