Hi!
Am I supposed to always use UClass or can use “normal” c++ classes inside of a class defined as UClass. Which one would be the correct way to work in UE4? The reason for wanting this is that I have an internal implementation that has grown too big and should benefit of being split into several modules. (Also is it correct understood that you should avoid using all standard libraries from c++ and only stick to using the ones provided by UE4 framework?)
You can use whatever you like providing the type isn’t used as a UPROPERTY.
If it is used as a property, it must be a type declared UCLASS or USTRUCT (or a primitive type that the UHT understands).
Thank you very much for your answer. That makes sense.
Do you know if using the standard c++ libraries for internal implementation would be considered correct as usage of the UE4? or are you only allowed to use the provided UE4 framework?
I know that they wouldn’t work as a UPROPERTY type, as only a subset of our own types will work with that, however, assuming the UBT will let you include the STL headers, I see no reason why you couldn’t use them for your own code.
Please note though that we can only provide support for our own types.
Okay, it seems like it’s best to stick to the UE4 framework. Thanks for your help!