Always snap to grid

Talk:Constants

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Revision as of 09:28, 20 November 2015 by Wormbo (Talk | contribs) (ah yes, the UScript compiler...)

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Constants with same name in different functions (UE1)

The UE1 compiler UCC.EXE does not support constants with the same name in different functions.

Example:

class test expands Object;

function Nothing1() {
const CDebug = true;
        return;
}

function Nothing2() {
const CDebug = true;
        return;
}

On compiling this, a GPF occurs:


Parsing Test General protection fault!

History: FScriptCompiler::CompileConst <- Const <- FScriptCompiler::CompileDeclaration <- FScriptCompiler::CompileStatement <- FirstPass <- TryCompile <- FScriptCompiler::CompileScript <- (Class BarbiesWorld.Test, Pass 0, Line 9) <- MakeScript <- MakeScript <- DoScripts <- UEditorEngine::MakeScripts <- UMakeCommandlet::Main

Exiting due to error


--SeriousBarbie (talk) 23:33, 18 November 2015 (EST)

That's because it doesn't really apply the scpoing concept to constants. They are always global to the class. —Wormbo 00:11, 19 November 2015 (EST)
I did not find any scope description in the article - therefore I found it worth to mention here. (BTW: UScript is the first language I saw where the scope of local definitions extends that area.) --SeriousBarbie (talk) 00:29, 19 November 2015 (EST)
Well, the UnrealScript compiler is really basic compared to other languages - and it's written in really messy code. All these weird things are essentially compiler bugs. —Wormbo 10:28, 20 November 2015 (EST)