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Unreal Engine C++ API Reference > Runtime > Core > HAL
Type
typedef FPlatformTypes::uint8 uint8
References
Module | Core |
Header | /Engine/Source/Runtime/Core/Public/HAL/Platform.h |
Include | #include "HAL/Platform.h" |
Remarks
POD types refactor for porting old code:
Replace 'FLOAT' with 'float' Replace 'DOUBLE' with 'double' Replace 'INT' with 'int32' (make sure not to replace INT text in localization strings!) Replace 'UINT' with 'uint32' Replace 'DWORD' with 'uint32' (DWORD is still used in Windows platform source files) Replace 'WORD' with 'uint16' Replace 'USHORT' with 'uint16' Replace 'SWORD' with 'int16' Replace 'QWORD' with 'uint64' Replace 'SQWORD' with 'int64' Replace 'BYTE' with 'uint8' Replace 'SBYTE' with 'int8' Replace 'BITFIELD' with 'uint32' Replace 'UBOOL' with 'bool' Replace 'FALSE' with 'false' and 'TRUE' with true. Make sure any platform API uses its own bool types. For example WinAPI uses BOOL, FALSE and TRUE otherwise sometimes it doesn't work properly or it doesn't compile. Replace 'ExtractUBOOLFromBitfield' with 'ExtractBoolFromBitfield' Replace 'SetUBOOLInBitField' with 'SetBoolInBitField' Replace 'ParseUBOOL' with 'FParse::Bool' Replace 'MINBYTE', with 'MIN_uint8' Replace 'MINWORD', with 'MIN_uint16' Replace 'MINDWORD', with 'MIN_uint32' Replace 'MINSBYTE', with 'MIN_int8' Replace 'MINSWORD', with 'MIN_int16' Replace 'MAXINT', with 'MAX_int32' Replace 'MAXBYTE', with 'MAX_uint8' Replace 'MAXWORD', with 'MAX_uint16' Replace 'MAXDWORD', with 'MAX_uint32' Replace 'MAXSBYTE', with 'MAX_int8' Replace 'MAXSWORD', with 'MAX_int16' Replace 'MAXINT', with 'MAX_int32' An 8-bit unsigned integer.