weird hack to make the chevron wrap around with the last word

This commit is contained in:
liquidex 2023-08-28 21:33:43 +02:00
parent 92ebc29daf
commit 7b549a5ee3
2 changed files with 33 additions and 22 deletions

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@ -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
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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
@ -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]!)
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- 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
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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
+ 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?
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- therefore most of the time writing Blueprints is very ergonomic
+ in the end 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
+ 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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@ -101,7 +101,7 @@
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]
+ 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]!
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- did I mention how well Blueprints handle latent tasks?
+ 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
@ -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
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- that isn't to say the editor UI is perfect
+ that isn't to say the editor UI is perfect
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- 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
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- 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
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- 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.
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- 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
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- there's a `Straighten Connection` feature, which you can use to make your graphs look more aesthetically pleasing
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- but it only straightens the nodes such that they look good on the current zoom level
- 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
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- 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
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- maintaining Blueprints in a large project though could be a lot better
+ maintaining Blueprints in a large project though could be a lot better
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- with regards to your graphs becoming really large
+ 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
@ -187,20 +184,24 @@
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- 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
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- with regards to assets (how long this darn stuff takes to load)
+ 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
- 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
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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
+ 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
@ -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.

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@ -145,7 +145,7 @@
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