Why are we using int, instead of int32?

This was specifically brought up in the Bull Cow section, how we were avoiding base types, since Unreal has special versions of each one, to help with cross platform access.

I just ran through my code to see if we’ve done it before, but this was the first time we wrote a return result that wasn’t float, void, or bool. So this also would have been the first time to use a specialized int.

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You are correct but truth be told the source code for int32 is just using int32 = signed int It might be different on other platforms but that’s what it is on Windows and I assume macOS and Linux.

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