I want to weigh in on this request to resolve the macro name collision to allow the use of Boost within UE4.
I have written a driver to interface with a custom controller that requires Boost. After days of work I now get to the point where I want to expose the device in Unreal and I make the shocking realization that because of this issue the integration won’t work… You can imagine that I am slightly upset by the situation (to say the least).
At this stage the compiler only throws errors about macro ‘check’.
Please, please, please fix this issue.
In the meantime, is there a workaround?