some notes on UE

This commit is contained in:
liquidex 2023-08-28 15:22:43 +02:00
parent 151ad102dd
commit 0d7f0689be
5 changed files with 198 additions and 3 deletions

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- while the music corner is under construction I can recommend [Elaenia by Floating Points](https://floatingpoints.bandcamp.com/album/elaenia)
as a good example of that
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% id = "hello"
- feel free to come up to me and say hi!
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- hobby corners
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- (nothing here yet. I literally just started this website! check back later for a treat.)
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content.link = "programming"
+ ## programming

9
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- this is the bit magic shift-twiddle wizardry zone
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- and also more than just bit magic but I like how that sounds
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id = "programming/unreal-engine"
+ ### unreal engine

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- this is that really cool game engine I work with on a daily basis
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- so I have a lot of stuff to say about living with it, both good and not so good
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- unfortunately most of those things I have to keep to myself because of NDA, but whatever is generally applicable I will put here
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+ ### Blueprint
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- NOTE TO SELF: this section could really use some screenshots
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- I don't have UE installed on my home computer yet, so you'll have to take my word for a lot of these things
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- anyways back to your regularly scheduled bullet points, *\*ahem\**
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+ Blueprint, _my arch nemesis!_
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- _WHAT! you don't remember me? how rude!_
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- actually I really like Blueprint
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+ lots of visual languages generally feel really unpleasant to write (looking at you Scratch), but somehow Blueprint feels like exactly the opposite
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- (it's possible Scratch got better since I last used it like 5 years ago but I remember it being pretty cumbersome to use.
I had no reason to revisit it since so I simply don't know if it's any better now, but if it is, [let's chat][branch:hello]!)
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- writing Blueprints is actually pretty darn nice and there's a lot to learn from the editor UX
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- I say this mainly with regards to writing new nodes. it's as simple as dragging your mouse out of a pin, and a window will pop up giving you suggestions on what could be connected there
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- then you select from the list and it creates the node, autoconnecting stuff as necessary
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- one of the nicer autoconnections it can do is when you want to call a function on an actor component
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- instance functions require you to pass in a `self` to call the function on
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- so what it does is it suggests functions to call on all the _concrete components
you already have in your actor_, and when you select something like `Destroy Component (DefaultSceneRoot)`,
it'll not only create a function call node, but also hook up `DefaultSceneRoot` as its `self` parameter
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- another cool thing that happens with nodes (or pins rather) is when you try to connect two pins of incompatible types
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- Blueprint is strongly typed so you can't just pass in a `Float` where a `String` is expected
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- but instead of having you explicitly type out "o dear Blueprint I would like to convert this `Float` to a `String`", you can just join the two pins together and it'll insert a
conversion node for you automatically
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- I do have a gripe with this though and it's where it places the node. it tries very hard to center it but unfortunately never succeeds. perhaps a bug I could fix one day?
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- therefore most of the time writing Blueprints is very ergonomic
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- except when it isn't because Blueprint is still an imperative language and has a concept similar to statements (`Exec` pins), which breaks the entire idea of pure data flow and
introduces control flow into the mix
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- this split is called _pure_ and _impure_ nodes, where impure nodes are those that perform control flow (ie. those with `Exec` pins)
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- this results in weird edge cases like needing two separate node types to handle branching (one that can have side effects - `Branch`, and another that can't - `Select`)
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- `Branch` is used to shuttle control flow between two `Exec` lines, based on a `Bool`. you get a `True` branch and a `False` branch
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- and `Select` is used to choose a value based on another value, kind of like a ternary in C++
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- however it is quite annoying because you can only switch on enums (and other stuff that has a finite set of values,) whereas with `Branch` you can use any `Bool` condition you want
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- this would be fine if not for the existence of Gameplay Tags, which precisely _do not_ have a finite set of values
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- there is a `Switch on Gameplay Tag` node, but that is for control flow and not data flow!
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- this isn't an unsolvable problem but it illustrates the pure vs impure issue pretty well - you'd have to duplicate the implementation of `Switch on Gameplay Tag` to have
a version without an `Exec` pin
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- in fact I'm seeing a bit of a semblance to the classic [function coloring problem][def:article/function_coloring]
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+ except where it usually applies to the `async` concept found in most modern programming languages, here it applies to the concept of control flow vs data flow
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- and speaking of `async`, [Blueprint handles the classic `async` problem very gracefully][branch:01H8Y0CKD106HXQAJK87XV0H93]!
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- did I mention how well Blueprints handle latent tasks?
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- since control flow is based on those `Exec` pins, you can easily map your classic concept of callbacks to simply firing off the appropriate `Exec` pin
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- for example the node for playing animations (`Play AnimMontage`) has a few pins coming out of it that signal playback events like `On Ended`, `On Blend Out`, `On Interrupted`
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- and you wouldn't even know these are implemented as delegates in C++landia. it just feels like a first-class feature
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- the only gripe I have is that you can only have latent nodes in the main event graph (you cannot have them within functions)
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- which is annoying but not terrible, since most of that latent, high level gameplay logic happens inside the main event graph anyways
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- maintaining Blueprints in a large project though could be a lot better
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- with regards to your graphs becoming really large
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- everybody kinda sorta just formats nodes however they see fit, and there is no unified autoformatter
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- there's a reason people say Go's tooling is frickin' amazing, you know
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+ this results in what we Hat in Time modders used to call _Kismetti_ in the Unreal Engine 3 days but now we'd call _Blueprintti_
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+ which is a portmanteau of Blueprint and spaghetti.
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- I can't believe I remembered the spelling of that word. *portmanteau*.
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- with regards to assets (how long this darn stuff takes to load)
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- the biggest offender here being that hard references are the default
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- thus you can add a Mesh Component to your Blueprint and it'll load the entire thing when you wanna tweak a variable or some logic in the event graph
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- and not asynchronously in the background, you will have to _wait_ for it to finish loading. which is pretty annoying
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- and the runtime performance isn't the best for a few reasons
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- the VM isn't implemented in the most optimal way
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- I've analyzed this in my [`dispatchers` repository][def:dispatchers/repo] if you wanna have a read
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- and that hard reference thing can make gameplay stutter when you're loading in new assets, but that's a more widespread issue than just with Blueprints
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- but in reality most of the logic you're implementing in Blueprints (high-level gameplay stuff) shouldn't be that performance sensitive
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- and it's not hard to extract the performance sensitive parts to C++ because Blueprint offers tools for refactoring your code

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@ -6,8 +6,14 @@ author = "liquidex"
description = "a place on the Internet I like to call home"
[defs]
# My own repositories
"stitchkit/repo" = "https://github.com/liquidev/stitchkit"
"dawd3/repo" = "https://github.com/liquidev/dawd3"
"treehouse/repo" = "https://github.com/liquidev/treehouse"
"dispatchers/repo" = "https://github.com/liquidev/dispatchers"
# Blog posts I like to reference
"article/function_coloring" = "https://journal.stuffwithstuff.com/2015/02/01/what-color-is-your-function/"
[emoji]