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Shared pointers make sense when you have unclear ownership and unclear lifespan; otherwise they're just a dead weight you're dragging around. For most games you want to have a defined build-up and tear-down points where you load all your data and dump all your data. For example, at level load and level complete. In this case you can just use a nice, clean, ...


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You're out of luck. There is nothing wrong in your code, and there's nothing you can do in your code to guarantee any set of arbitrary lines will always meet perfectly by using the technique you are using. For line rasterization, OpenGL uses the diamond exit line rasterization rule (there is a primer of rasterization rules on the Direct3D documentation), ...


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You should create a folder when you are creating/adding the class, in the dialog message when it asks for the class name you can add a folder to the path. In case that after the restart of UE4 the folder doesn't appear there could be 2 things: 1) UE4 will reflect only UCLASS files and folders - (if the folder doesn't contain any UCLASS it will not show in ...


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