blueprints

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Raoul Duke

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Nov 22, 2021, 5:48:08 PM11/22/21
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i'm experimenting with the Unreal game editor for the heck of it. the
blueprints thing is sorta nifty but also sort of utterly horrible.
especially how every tutorial i watch has people immediately adding
"cast to X" nodes - i assume that means there's plenty of chance of
runtime crashes. fun.

Raoul Duke

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Nov 22, 2021, 10:19:53 PM11/22/21
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and in general the whole thing is an epic fail i guess often "because
history" and "because this editor/engine is supposed to be able to do
any kind of game"

https://forums.unrealengine.com/t/how-to-get-variable-from-level-blueprint-into-hud-blueprint/5402/6

Raoul Duke

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Nov 22, 2021, 10:48:02 PM11/22/21
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it is interesting to go through this, since i complain about how dead
and painful the dominant paradigm of 2D ascii coding is - here in the
gui blueprints land it is the opposite problem of there being TOO MUCH
GUI and things are super spread out / broken up and even though the
blueprints thing has some graphing gui features to try to make the
in-the-small editing more rich, it quickly falls apart into random
side panels, random text fields, random you just gotta know how to do
X bullpucky and makes me wish for good old fashioned greppable text
files. :-(

Raoul Duke

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Nov 22, 2021, 11:44:21 PM11/22/21
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Mike Austin

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Nov 23, 2021, 4:55:19 PM11/23/21
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Oh, that looks painful, like the opposite of doing ASCII art to draw. Yeah, just give me text. It's interesting to "visualize" your code, but not maintain it.

On Monday, November 22, 2021 at 8:44:21 PM UTC-8 raould wrote:
https://answers.unrealengine.com/questions/508823/view.html

Mike Austin

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Nov 23, 2021, 4:56:31 PM11/23/21
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Unity is somewhat like this also.. after a while, there are lots of panels, fields and buttons everywhere. It can do lots of different things, so it's the lowest common denominator (a complex UI)?
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