Why Transform
is used over Unreal's FTransform
?
#136
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Looking into the implementation of the recently added |
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It's necessary to use custom abstractions to avoid headaches with memory layout across different platforms between native and managed code. It also makes extending and upgrading easier without modifying the source code of the engine. In general, it's hard to avoid memory copying in interoperability when you want to keep code safe and maintainable for the end-user. |
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It's necessary to use custom abstractions to avoid headaches with memory layout across different platforms between native and managed code. It also makes extending and upgrading easier without modifying the source code of the engine.
In general, it's hard to avoid memory copying in interoperability when you want to keep code safe and maintainable for the end-user.