From 8df477e1d95a6434beb6f62aff6323349af65d0b Mon Sep 17 00:00:00 2001 From: lqdev Date: Mon, 28 Aug 2023 21:34:27 +0200 Subject: [PATCH] fix. --- content/programming/unreal-engine.tree | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/content/programming/unreal-engine.tree b/content/programming/unreal-engine.tree index 6b5f176..91f53be 100644 --- a/content/programming/unreal-engine.tree +++ b/content/programming/unreal-engine.tree @@ -184,8 +184,10 @@ % id = "01H8Y427B0PJN75GA33S9CZJYH" - I can't believe I remembered the spelling of that word. *portmanteau*. + % id = "01H8YT7R15B3Z3T486DB53TR51" - there are plugins on the marketplace that solve this, but I refuse to believe Epic Games doesn't have this problem themselves + % id = "01H8YT7R15VTF7VPX5QK7K233J" - I'd guess it's just not very high up their priorities % id = "01H8Y0CKD1QF5YBTKF3JEZCN5W" @@ -218,6 +220,8 @@ % id = "01H8Y427B1G7ZYE3S8RRHG5WRQ" - and it's not hard to extract the performance sensitive parts to C++ because Blueprint offers tools for refactoring your code + % id = "01H8YT7R15MFW3RRQAF8CM4EP6" - but that doesn't prevent me from liking it! + % id = "01H8YT7R15ZJWBY0TN6F6HN95Y" - 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.