So just to reiterate

All we are doing is changing the name of int and std::string to int32 and FText for the main.cpp and FString for the header file just like when we initialized a variable like int a = 0 we are doing that for the type using using like we did in the video with using int32 = int? Also, we are doing this because of Unreal standard that they want it this way when we code for Unreal engine? Lastly, since the fBullCowGame.cpp contains
#include “fBullCowGame.h” it already knew that we change int to int32 and we could’ve done the same in the main.cpp if we #include the header right?

Just trying to make sure I got this right. Have a great day everyone.

As far as i can tell, you are correct. This changes were made so we can get used to the Unreal standard, and, because the headers are read like they are pasted on top of the cpp file including them, they work on those cpp files too.
You have to be aware that, as far as i understand, we should still use the “using” on most files using them, to reduce the chance of losing the type change on bigger proyects.

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