Hey Unreal Team,
Just interesting.
What is your C++ policy?
What do you think about new c++11/14 standards?
What do you think about retaining c++98/03 support in the codebase?
I’m asking this because unlike other compilers microsoft forces people to use the latest VS (2015) and compiler (VC++14, or v.19). They do not provide --std options like gcc, clang (don’t know about intel compiler and some others).
So, VS2015 bring a good level of c++14 support and it will become more and more with Update(s) 1, …
GCC (5+) and clang (3.4+) already support full c++14.
I understand and agree that establishing c++11/14 coding policies, practices, rules requires some time. Developers should learn the new features.
Will you drop VS2012, VS2013 support? Or maybe you’ll support latest and previous VS versions: VS2012+2013 becomes VS2013+2015. (Not sure here if there’s still VS2012 support. Only see it in some places in code and scripts.)
And a few questions about the next C++17 standard. Again because MS implements some accepted drafts into VS2015.
What is your feeling about it? (I’m almost sure you are interested in some reflection changes that allow to drop a lot of macros.)
Do you take a part in developing of the new standards? Maybe in the new SG14 Games and low latency?
Sorry for possible duplicates. (please, give me a link to the existing post(s))
p.s.
From the video above you’re talking about building master branch sources in VS2015.
To do this we need to write something like that: GenerateProjectFiles.bat -2015
But this does not work because in https://github.com/EpicGames/UnrealEngine/blob/master/Engine/Build/BatchFiles/GenerateProjectFiles.bat there is no entry for VS2015.
We have ‘call GetVSComnToolsPath 12’ and ‘call GetVSComnToolsPath 11’, but we don’t have ‘call GetVSComnToolsPath 14’.
I created a simple patch diff --git a/Engine/Build/BatchFiles/GenerateProjectFiles.bat b/Engine/Build/Bat - Pastebin.com . Cannot do a pull request atm.
Can you apply it? Or maybe just ping a dev team about this issue or open a ticket whatever.
regards,
lz
Hi lz,
You have quite a few interesting questions here. I’m not sure if we have previously addressed any of these, so it may be a good idea to create a new forum post to ask them (in order to keep this thread on the topic of Visual Studio 2015 support in UE4).