When sending those unsigned long to the stringify function of godot as Variant it will lead to compile error stating an ambiguity as it can't defined which constructor of Variant it should use, happens on macos/ios builds, casting it as uint64_t fixes that and ensure theres always enough space for the value being casted.
When sending those unsigned long to the stringify function of godot as Variant it will lead to compile error stating an ambiguity as it can't defined which constructor of Variant it should use, happens on macos/ios builds, casting it as uint64_t fixes that and ensure theres always enough space for the value being casted.