Hi Matthew, even though I provided prove that Shohei is wrong, because he admittedly used widget blueprint (UMG) and NOT pure C++, he still won’t admit that he’s wrong. I guess he doesn’t understand plain English and I should have used alien language with him.
Hi Shohei, of course your solution work because you used WIDGET BLUEPRINT (UMG) and NOT pure C++. I have used widget Blueprint since long ago and did not find any problem with it. If you have read my original question carefully, then you wouldn’t repost this irrelevant answer. If you can’t understand that plain English, then I don’t know how to make you understand it, because I don’t know alien language.
So if you’re truly an expert in UE, please be an expert in reading a question carefully and be an expert in understanding the main concern of the question. You intentionally did not provide the full source code example, because you’re afraid that I will find out that you used widget Blueprint (UMG) all along. What you did is NOT helping, but MISLEADING from the very beginning.
At this moment, I don’t want to use UMG because I need to access, process, & display 64-bit primitive data type (signed and unsigned) in a single class/object (without class inheritance). And this is not supported in UMG. But, I guess you’re too smart to realize this.
So save yourself from further embarrassment, and stop this nonsense!
To everyone else, if you’re wondering about the “other” topic, you can see it in this link. In that link, my main concern is about Blueprint’s inability to support 64-bit primitive data type will have impact on game development (such as widgets).
So the topic in that post, is slightly different than the topic in this post. But somehow Shohei failed to see this differences and intentionally looking for a fight by reposting the same irrelevant answer.