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How to change floating point model

Running my game today in the "Development Editor" configuration I encountered bugs that weren't present in the "DebugGame Editor" configuration, which I tracked down to floating point issues caused by the /fp:fast floating point model compiler flag in the former configuration in contrast to the /fp:precise flag in the latter.

Now I want to change the floating point model (preferably only for my game module) in the Shipping and Development configurations, but I don't know where to do this.

Any help is appreciated.

Product Version: UE 4.18
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asked Nov 14 '17 at 07:12 PM in C++ Programming

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YannikL
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I don't think there is way, i don't see way to edit arguments directly and configuration configs are not tied in the way to effectivily control perticilar once you looking for. Look up here:

https://github.com/EpicGames/UnrealEngine/blob/dbced2dd59f9f5dfef1d7786fd67ad2970adf95f/Engine/Source/Programs/UnrealBuildTool/Platform/Windows/VCToolChain.cs

So most likely you will need to edit UBT code

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answered Nov 14 '17 at 10:59 PM

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Shadowriver ♦
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avatar image YannikL 6 days ago

Thank you for your answer! Yesterday I looked into the config options as well and I suspect that you are right and that I need to change the UBT code. For testing purposes I completely removed the

 if (!WindowsPlatform.bCompileWithICL)
 {
     // Relaxes floating point precision semantics to allow more optimization.
     Arguments.Add("/fp:fast");
 }

part and after recompiling the engine it seems as if the bug has gone. However, the result is still slightly different from when run on a standard vc project configuration, so there might be another difference in the compiler arguments or a bug in my code.

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