diff --git a/content/programming/unreal-engine.tree b/content/programming/unreal-engine.tree index 1dd9f6f..6b5f176 100644 --- a/content/programming/unreal-engine.tree +++ b/content/programming/unreal-engine.tree @@ -11,7 +11,7 @@ + ### Blueprint % id = "01H8Y0CKD1H9MFQ74ERYNQHF35" - - NOTE TO SELF: this section could really use some screenshots + + NOTE TO SELF: this section could really use some screenshots % id = "01H8Y0CKD1QWDY8304APN69VG6" - 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 @@ -36,7 +36,7 @@ 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]!) % id = "01H8Y0CKD1G06CG62XWZ02JREC" - - writing Blueprints is actually pretty darn nice and there's a lot to learn from the editor UX + + writing Blueprints is actually pretty darn nice and there's a lot to learn from the editor UX % id = "01H8Y0CKD1G86TY8AF6Z2SQ85P" - 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 @@ -56,7 +56,7 @@ it'll not only create a function call node, but also hook up `DefaultSceneRoot` as its `self` parameter % id = "01H8Y0CKD1KM42PKVSGB4QASG3" - - another cool thing that happens with nodes (or pins rather) is when you try to connect two pins of incompatible types + + another cool thing that happens with nodes (or pins rather) is when you try to connect two pins of incompatible types % id = "01H8Y0CKD1NES5RBGVTPRH3F0Q" - Blueprint is strongly typed so you can't just pass in a `Float` where a `String` is expected @@ -69,10 +69,10 @@ - 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? % id = "01H8Y0CKD1G3PV1NMWV590H6Y3" - - therefore most of the time writing Blueprints is very ergonomic + + in the end most of the time writing Blueprints is very ergonomic % id = "01H8Y0CKD1C5TJXXD40B99WQ3C" - - 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 + + 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 % id = "01H8Y0CKD1J2P2HZ507YBSNVKK" @@ -101,7 +101,7 @@ a version without an `Exec` pin % id = "01H8Y0CKD1N37WTCY66CM7R198" - - in fact I'm seeing a bit of a semblance to the classic [function coloring problem][def:article/function_coloring] + + in fact I'm seeing a bit of a semblance to the classic [function coloring problem][def:article/function_coloring] % id = "01H8Y0CKD19JMY87YY50M3RCQF" + 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 @@ -110,7 +110,7 @@ - and speaking of `async`, [Blueprint handles the classic `async` problem very gracefully][branch:01H8Y0CKD106HXQAJK87XV0H93]! % id = "01H8Y0CKD106HXQAJK87XV0H93" - - did I mention how well Blueprints handle latent tasks? + + did I mention how well Blueprints handle latent tasks? % id = "01H8Y427B03JNPTWW025ES176K" - 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 @@ -128,7 +128,7 @@ - which is annoying but not terrible, since most of that latent, high level gameplay logic happens inside the main event graph anyways % id = "01H8Y96DGCWWTAP5X8ZYPCJZQC" - - that isn't to say the editor UI is perfect + + that isn't to say the editor UI is perfect % id = "01H8Y96DGCRP0W6YWJ3PYJ2GES" - it's actually quite janky and there tend to be brief flashes of content falling into place @@ -137,7 +137,7 @@ - this is true of other parts of the Unreal editor UI but I'll focus on Blueprint here % id = "01H8Y96DGDDRA8DD6PRGDCF8GP" - - the annoying thing is that node UIs are laid out lazily, by default using an algorithm that does not produce precise results for pin locations + + the annoying thing is that node UIs are laid out lazily, by default using an algorithm that does not produce precise results for pin locations % id = "01H8Y96DGDT0Y23G86HEKNWF4H" - which means that when you first load a Blueprint, some of the wires will be bent in weird ways, and will fall into place as you zoom out and explore the graph more @@ -146,7 +146,7 @@ - the effect looks quite janky and really upsets my inner perfectionist % id = "01H8Y96DGDJG41P3XTFE8F4Y1M" - - another annoyance I have is that as you zoom out, the nodes start looking just a little bit differently due to font sizes being snapped to integers. + + another annoyance I have is that as you zoom out, the nodes start looking just a little bit differently due to font sizes being snapped to integers. % id = "01H8Y96DGDRCBKWBXC7AXZV43E" - at very low zoom levels, nodes stop rendering their text altogether, which makes their layout shift even more. @@ -158,19 +158,16 @@ - which can make it frustrating to lay nodes out on a large scale, because you'll only find out your nodes are overlapping when you zoom in real close % id = "01H8Y96DGDSM03EJJVN9FS6SSB" - - there's a `Straighten Connection` feature, which you can use to make your graphs look more aesthetically pleasing + - there's a `Straighten Connection` feature, which you can use to make your graphs look more aesthetically pleasing, but it only straightens the nodes such that they look good on the current zoom level - % id = "01H8Y96DGD2NSQYJH1P0Y888QA" - - but it only straightens the nodes such that they look good on the current zoom level - - % id = "01H8Y96DGDNTKMGSJZDJN2GSJB" - - so what'll happen with it sometimes is you'll straighten a connection, then zoom in, and the connection won't be quite straight because of the aforementioned layout shift + % id = "01H8Y96DGDNTKMGSJZDJN2GSJB" + - so what'll happen with it sometimes is you'll straighten a connection, then zoom in, and the connection won't be quite straight because of the aforementioned layout shift % id = "01H8Y0CKD1103FHF332M2Q4MG7" - - maintaining Blueprints in a large project though could be a lot better + + maintaining Blueprints in a large project though could be a lot better % id = "01H8Y0CKD1PPEPX8EEFRAM2VE1" - - with regards to your graphs becoming really large + + with regards to your graphs becoming really large % id = "01H8Y0CKD1DFSJ4BDPPFMGK66M" - everybody kinda sorta just formats nodes however they see fit, and there is no unified autoformatter @@ -187,20 +184,24 @@ % id = "01H8Y427B0PJN75GA33S9CZJYH" - I can't believe I remembered the spelling of that word. *portmanteau*. + - there are plugins on the marketplace that solve this, but I refuse to believe Epic Games doesn't have this problem themselves + + - I'd guess it's just not very high up their priorities + % id = "01H8Y0CKD1QF5YBTKF3JEZCN5W" - - with regards to assets (how long this darn stuff takes to load) + + with regards to assets (how long this darn stuff takes to load) % id = "01H8Y0CKD1B1MZH39Z7EKB6KDT" - the biggest offender here being that hard references are the default % id = "01H8Y427B17K7219TPH8VRFZ96" - - 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 + - thus you can add a Mesh Component to your Blueprint and it'll load *the entire mesh with all the textures and skeleton and everything* when you wanna tweak a variable or some logic in the event graph % id = "01H8Y427B1QNZHJ5Z8W0QNFYPE" - and not asynchronously in the background, you will have to _wait_ for it to finish loading. which is pretty annoying % id = "01H8Y0CKD16HEQKQX1NJG9GG42" - - and the runtime performance isn't the best for a few reasons + + and the runtime performance isn't the best for a few reasons % id = "01H8Y427B1ZKJA16V17NG80QHS" - the VM isn't implemented in the most optimal way @@ -216,3 +217,7 @@ % id = "01H8Y427B1G7ZYE3S8RRHG5WRQ" - and it's not hard to extract the performance sensitive parts to C++ because Blueprint offers tools for refactoring your code + + - but that doesn't prevent me from liking it! + + - since it's way more pleasant to write game logic in than C++, given that you don't need to wait a minute for your code to recompile. diff --git a/static/css/tree.css b/static/css/tree.css index dd4555b..8a846a0 100644 --- a/static/css/tree.css +++ b/static/css/tree.css @@ -145,7 +145,7 @@ } .tree details:not([open])>summary>.branch-summary>:last-child::after { - content: ''; + content: '\00A0'; display: inline-block; background-image: @@ -159,6 +159,12 @@ vertical-align: text-bottom; margin-left: 0.5em; + + margin-right: -32px; +} + +.tree details:not([open])>summary>.branch-summary>:last-child { + padding-right: 32px; } @media (hover: none) {