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Programming Megathread
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SUSHI:
I've been looking at how the UnrealScript compiler works and interestingly most restrictions in the language are not superimposed (i.e. they're only detected at compile time).

Over the past couple of days, I've created a custom compiler which allows me to:

* Override methods that are using the final modifier.
* Access members that are private, protected or constant.
* Create static arrays with more than 2048 elements.
It is not possible to access private members outside of their classes package. Members which are created as private and transient are checked against when a package is first loaded and it would require a modified client to remove the restriction.
  
I am currently looking into applying these changes to newer unreal engine builds as well as attempting to remove the restriction introduced in unreal engine 3 which prevents modification to defaults at runtime.

Edit:
Transient members are NOT checked at runtime...
SUSHI:
Metario:

--- Quote from: SUSHI on May 10, 2017, 09:42:49 PM ----snip-

--- End quote ---
tfw gcc doesnt meme u like this
SUSHI:

--- Quote from: Metario on May 10, 2017, 09:49:32 PM ---tfw gcc doesnt meme u like this

--- End quote ---

It turns out constexpr can kill the beast that is MSVC.. They apparently have fixed it in the latest and greatest..
Foxscotch:

--- Quote from: SUSHI on May 10, 2017, 09:58:53 PM ---latest and greatest..

--- End quote ---
this term kills me because my boss won't quit loving saying it every damn day
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