Use RemEnsureCondition
to validate a Condition
, if the condition is false
, it could optionally execute any number of InvalidHandlingStatement
you specified, trigger a breakpoint with AssertionMacro
(ensure, ensureAlways, etc...) or log some Message
RemEnsureVariable
is a "pointer checker version" of RemEnsureCondition
I divide the stages that I can code on into:
- pre-preprocessor (eg: UBT, UHT)
- compiler-time
- editor-time (working with unreal editor)
- runtime (game is running without unreal editor)
I want to "check everything" in editor time to make it crash less or no crash which will bring a better editor experience and check unexpected things on site which is better for debugging
I want to "let it crash" (zero unnecessary check) in runtime to gain bit more performance by disable the checking macro
These two are just alias of RemEnsureCondition
and RemEnsureVariable
, but could be disabled separately and the intention is different
Ideally, I could accomplish things mentioned above by check every Condition
that is only needed at editor-time with RemCheckCondition
, and disable it at runtime. like:
- null asset reference
- error configurations
- things not matching
What's more, I could replace RemEnsureCondition
with RemCheckCondition
at anytime or vice verse if problems found in play-test, the sequence in time of the whole system is complemented, etc..
Give the ability of bitmask to enum class @see FDetailCustomizationUtilities::EContainerCombination
Some helper functions dealing with FProperty
series
Some helper functions dealing with UObject
Some helper functions dealing with other things
check if a template is a instance of another template
An alternative for PURE_VIRTUAL which will cause unwanted process terminated
@see RemEnsureCondition