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.
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.