New Int64 Blueprint Type - Double on Roadmap?

Hi there,
UE 4.22 unexpectedly (at least for me) added support for 64 bit integers.
Are there any known plans to add double precision floating point numbers as well? I could not find anything about either doubles or 64 bit integers on the trello roadmap.

I already have a custom int64 for blueprints all over my project and will need to do the same for doubles - if double is on the roadmap I will avoid a custom implementation until such a point in time.

Any insights or other roadmap links would be much appreciated.

Thank you and best regards,
Dan

at least a UDoubleProperty exists,
no idea how well that plays with Blueprints and Networking

Hi TriConsulting, i know this is an old thread, but did you find a way to convert the 64 bit ints to string or text? i cant find a way around it

There is no inbuilt function AFAIK. I added the following two functions to a c++ blueprint function library to that end:

/**
	 * Gets the string representation for the given int64.
	 */
	UFUNCTION(BlueprintPure, meta = (DisplayName = "int64 To String", CompactNodeTitle = "->", BlueprintAutocast), Category = "String")
	static FORCEINLINE FString Conv_Int64ToString(const int64& value)
	{
		return FString::Printf(TEXT("%lld"), value);
	}

	/**
	 * Gets the text representation for the given int64.
	 */
	UFUNCTION(BlueprintPure, meta = (DisplayName = "int64 To Text", CompactNodeTitle = "->", BlueprintAutocast), Category = "String")
	static FORCEINLINE FText Conv_Int64ToText(const int64& value)
	{
		return FText::AsNumber(value);
	}

If you do not have a C++ Project you could create those two as a plugin as well.

Thanks for the quick reply, not sure how to go about that, looks like im doing tutorials today. Thanks for the code though, much appreciated

Do I put this into the MyBlueprintFunctionLibrary.h? (toText example, Blueprint Function Library Class)

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "MyBlueprintFunctionLibrary.generated.h"

UCLASS()
class WORLDCONQUEST_API UMyBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()

	UFUNCTION(BlueprintPure, meta = (DisplayName = "int64 To Text", CompactNodeTitle = "->",   BlueprintAutocast), Category = "String")
		static FORCEINLINE FText Conv_Int64ToText(const int64& value)
	{
		return FText::AsNumber(value);
	}
};

And what to put into the MyBlueprintFunctionLibrary.cpp?

It works just fine to put the code only into the header, but is it safe to do so?

Yes, it’s perfectly safe to do so - it’s inlined, so all code can only be in the header.