In my opinion, Blueprint should be avoided in production except for prototyping and procedural stuff such as Animation, Materials, and VFX. We can take immediate advantage of existing Marketplace assets and make them useful for production. I’m not sure it’s possible to convert 100%, even if not, it will be very helpful to get the conversion work started. I think that’s all I have to say at the high-level and please feel free to add your request or to discuss. I hope the new IL will help remedy the problem and I expect much higher quality assets to be released once IL gets out the door. BPs can quickly get out of hands and so many Assets are made with blueprints they look horrible. They are not only slow but hard to understand/maintain. I hardly found any useful information from using it. I expect it would be a lot better than the current Blueprint debugger. If you had some UE3 scripting programming experiences, you will know how powerful it is.ĭebugger. The function/event overloading is not just a powerful feature but if it supports, it can help to port UE3 codes to UE5. It’s not hard to have FSM but function, event overloading will not be possible without built-in to the language itself. Please support FSM similar to UE3 Script. I saw you are using VSCode already but I just like to make sure that it is the case as Epic is not known to write good text Editor, coming from UE3 experiences. I’m sure Rider guys will support it themselves and it will make it easier for them to support it. I personally use Rider and I like it a lot. Do not waste time making a custom editor. Write the Editor as an open-source plugin to the existing editor such as VSCode. It’s not really a REPL without it and all REPL that I know of works this way. But it should remember the states so that we can build up experiments. I expect that the new IL will include the SS Highlights from the above at least. It had a very basic editor and it’s not easy to work on a large-scale project. REPL is part of the highlight but SS REPL doesn’t remember states and it’s not possible to build up experiments.Įditor. It’s based on Smalltalk and it may work against adopting new users. It had a clever iterator and Linq like syntax good for functional programming. Yes, it supports runtime hot-reloading (like Live++ without crashes and it just works) and you can’t live without it once you are using it, especially when encountering hard to reproduce bugs. ![]() ![]() Powerful coroutines such as Race, and Sync. As a scripting language, SS was very powerful and versatile with some minor quirks.Īs a SS review, here are my observations. I know that the new IL has roots in SS (SkookumScript). So I would like to start a discussion so that Epic guys know what we expect from them. My concern is just that by the time it is announced, it might be a little too late to make any changes, due to fundamental architecture modifications. It was such a relief that I saw Epic busy working on it and we will soon have access. ![]() I knew that it was in the work, but for a couple of years and I’ve been wondering why it was radio silent for such a long time. Hi, guys, I watched last year’s review event and I got so excited to see the new scripting language.
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