This is a question for the Unreal Engine application backend.
In Unreal Engine 5, the use of generic C++ templates is significantly limited, especially for classes that inherit from UObject or functions that need to be exposed to the reflection system. These limitations are due to the particularities of the UE reflection system and the need to maintain compatibility with Blueprints.
Would it be feasible to improve the integration of C++ templates with the current Unreal Engine system, reducing the exclusive dependency on UObject?
About a year ago, I noticed these restrictions on the use of templates in UE, which forced the use of UObject in many cases. Understanding that UE is essentially a custom extension of C++, what would be the feasibility and impact of implementing a more complete integration of templates in the UE reflection system?
I know some people miss this. But I would like an answer.
It would make programming much easier.
The UE backend is used to working with generics, which is normal. I would also like to be able to work with generics on my projects to make my work easier.
I can work with Objects… I can, I can also sit on a wooden chair and work, but at the end of the day my back will hurt.
I think this topic should not be forgotten. I mention it because no matter what time we are in, this topic will be brought up in any post until UE5 is 100% integrated with C++.
If we cannot use the native C++ specifications we are losing too much potential.
EPIC has experts such as mathematicians and others. Why not have someone to ensure this is properly integrated?