update issues

This commit is contained in:
りき萌 2024-07-22 20:34:42 +02:00
parent 04a346d851
commit 2a68cfbf63
44 changed files with 1201 additions and 318 deletions

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@ -7,7 +7,7 @@
- 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\**
- anyways back to your regularly scheduled bullet points, _\*ahem\*_
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+ Blueprint, _my arch nemesis!_
@ -171,7 +171,7 @@ flow and introduces control flow into the mix
+ which is a portmanteau of Blueprint and spaghetti.
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- I can't believe I remembered the spelling of that word. *portmanteau*.
- I can't believe I remembered the spelling of that word. _portmanteau_.
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- there are plugins on the marketplace that solve this, but I refuse to believe Epic Games doesn't have this problem themselves
@ -199,7 +199,7 @@ flow and introduces control flow into the mix
- 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 mesh with all the textures and skeleton and everything* 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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@ -21,6 +21,7 @@
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+ the interface you have to implement is:
```cpp
struct IFixer
{
@ -64,6 +65,7 @@
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- minimal example:
```cpp
auto Message = FTokenizedMessage::Create(
EMessageVerbosity::Error,

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@ -23,11 +23,13 @@
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- the thing is - it doesn't. `GENERATED_BODY()` by itself is incredibly stupid:
```cpp
#define BODY_MACRO_COMBINE_INNER(A,B,C,D) A##B##C##D
#define BODY_MACRO_COMBINE(A,B,C,D) BODY_MACRO_COMBINE_INNER(A,B,C,D)
#define GENERATED_BODY(...) BODY_MACRO_COMBINE(CURRENT_FILE_ID,_,__LINE__,_GENERATED_BODY);
```
let's disassemble it piece by piece.
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@ -44,13 +46,17 @@ let's disassemble it piece by piece.
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- the actual form it seems to take is `FID_{Path}` with `{Path}` being the file path relative to the project root directory, with slashes and dots replaced with underscores.
for:
```
Engine/Source/Runtime/Engine/Classes/Engine/Blueprint.h
```
the file ID is:
```
FID_Engine_Source_Runtime_Engine_Classes_Engine_Blueprint_h
```
I haven't inspected the UnrealBuildTool/UnrealHeaderTool sources though, so there may be more to it.
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