Constant Double only has a single floating point precision.

I am working in the material editor and using Unreal Engine 5.3. there are 2 constant nodes for a single value.
the simple constant node that we used to have in the previous version.
and new node Constant Double which I suppose should have a higher precision value than a single floating point.
but both have the same single floating point precision so I don’t understand the point of two different nodes.

Screenshot 2023-10-15 021713

Note: I already know we have a function for radian to a degree so the example is only for test.
here is an example.
Constant Double (full_Rotation_Radian) = 6.28318530717958647692
Constant Double (half_Rotation_Degree) = 180
Constant Double (Pi) = 3.14159265358979323846

The answer in the material editor is incorrect:
(half_Rotation_Degree / Pi) * full_Rotation_Radian = 369.0002200 (incorrect value)

Correct Value using a calculator:
(half_Rotation_Degree / Pi) * full_Rotation_Radian = 360 (correct value)

If i break down the calculations.
In material editor: 180 / pi = 57.295815 (incorrect value)

From calculator rounded value : 180 / pi = 57.29578 (correct value)
It’s messing up values before even rounded digit.

Hey there @Ibtesam_Sadiq! That’s a good question, since it seems the constants are all rounded to 6 digits in the decimal place, it doesn’t seem to matter if it’s a double or a float! It does seem like this might just be vestigial.

I am wondering about the usecase for the double constant.
it would be nice to have precise calculation inside material editor.