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@GhislainGir Check this site out, its brilliant for visualising the structs. VS 2022 has a visualiser for C++ structs too, to compare.
https://t.co/y9A5MQu5oD
Sadly, this situation is very common. Even very 'simple' cases have unreliable codegen across compilers and even across minor versions when tested. See compiler vectorisation as a prime example that rarely vectorises as expected.
More testing on struct equality codegen...
What if we write normal code comparing all the eight 8-bit fields...
Clang optimizes to a single uint64 compare. GCC and MSVC don't. They emit eight cmp+jump pairs. This is horrible. So many unpredictable branches.
A huge shoutout to AActor::EditorReplacedActor which saved me today.
Here is how you can use it to ensure relevant data remains intact when switching between actor types in your Unreal Engine project.
A short thread 🧵
@_plop_ Automating dep file would be great, I wonder if you could build it into AC by having input file pattern for IN and output file pattern for OUT. That might cover the vast majority of cases.
@_plop_ Asset Cooker is awesome! Took me just a couple of hours to convert my BuildAll.bat to use asset cooker. Most of that time was figuring out how to handle a folder of sprites as input, with a single spritesheet as output. [1/n]
@_plop_ I think the 'dummy' file approach is good tbh, it can also be a config file describing some extra metadata of needed. Workflow is way improved since integrating Asset Cooker, thanks again for building it!
@_plop_ My solution was to create a "xxx.spritesheet" dummy file in the folder and use that as the InputFilter. Then I wrote a bat file to cook the folder and write the .dep file. I don't know if there's a better solution? [2/n]
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