I am currently using the 4.1 branch of the Unreal source release. And I have run into a slight issue. Nothing that stops me, but is a question. Are there others with issues with compiling when using unions (assuming you have used any)? I have recently attempt to declare a simple union for a class and it stops building and says the declared property is not recognized. I just wanted to not have to waste any memory, but I went with a struct instead. The biggest reason I ask this is because there is a TUnion template in the documentation but when looking at the Core, it says that it is not included because it doesn’t compile. So my real question is, am I going to have to live without unions for UE4 programming?
I’ve used unions just fine, as does the UE4 Source code
here’s the union I’ve used:
Note it is the typedef that I use in the PlayerController main class header
//declared above player controller header
typedef union floatdata {
float f;
unsigned long byteData;
} FloatUnionData;
//inside player controller header
//for converting bytes to float, uses union def
FloatUnionData FloatUnion;
**New Wiki**
I just composed a wiki on using unions in UE4 (mostly just the code)
https://wiki.unrealengine.com/Unions,_Different_Data_Types,_Same_Memory
Rama
You can always write a Static Blueprint Library to access your union data in whatever way you want, from any blueprint
like GetUnionAsFloat(ItemValue Value ) or GetUnionAsInt32(ItemValue Value)
You’ll have to declare your union in a header that you can include in your blueprint library class, or have your Blueprint Library class dependson AItem
Hi there, did it change since then? Can I somehow use unions so I could see variables straight from blueprint editor? Or should I still use methods to pull any union value?
Thanks