Ok, in your first post you had an ‘f’ suffix for the number so I assumed you’re using floats.
Also I don’t see ‘sin’ anywhere so it’s obviously not related to that.
Could be that you are compiling with different floating point precision options than UE4 is.
See https://docs.microsoft.com/en-us/cpp…r?view=vs-2019
From UE4 Build tool source:
if (Target.WindowsPlatform.Compiler == WindowsCompiler.Intel || Target.WindowsPlatform.Compiler == WindowsCompiler.Clang)
{
// FMath::Sqrt calls get inlined and when reciprical is taken, turned into an rsqrtss instruction,
// which is *too* imprecise for, e.g., TestVectorNormalize_Sqrt in UnrealMathTest.cpp
// TODO: Observed in clang 7.0, presumably the same in Intel C++ Compiler?
Arguments.Add("/fp:precise");
}
else
{
// Relaxes floating point precision semantics to allow more optimization.
Arguments.Add("/fp:fast");
}