I’ve submitted a pull request that introduces optional double precision floating.
This pull request introduces a new UHT compatible type called
FTime
, with the aim of solving the game time precision on a case by case basis in a similar fashion to LWC’sFReal
.
https://github.com/EpicGames/UnrealEngine/pull/9125
usage:
// Works in BP as well!
FTime CurrentTime = GetWorld->GetTimeSeconds();
CurrentTime += FTime(1.0/30);
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