update issues
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@ -7,7 +7,7 @@
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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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% id = "01H8Y0CKD1VENHWERX7CTGCE6M"
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- anyways back to your regularly scheduled bullet points, *\*ahem\**
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- anyways back to your regularly scheduled bullet points, _\*ahem\*_
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% id = "01H8Y0CKD1QHMTGFCK2RC3NPDV"
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+ Blueprint, _my arch nemesis!_
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@ -171,7 +171,7 @@ flow and introduces control flow into the mix
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+ which is a portmanteau of Blueprint and spaghetti.
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% id = "01H8Y427B0PJN75GA33S9CZJYH"
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- I can't believe I remembered the spelling of that word. *portmanteau*.
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- I can't believe I remembered the spelling of that word. _portmanteau_.
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% id = "01H8YT7R15B3Z3T486DB53TR51"
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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
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@ -199,7 +199,7 @@ flow and introduces control flow into the mix
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- the biggest offender here being that hard references are the default
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% id = "01H8Y427B17K7219TPH8VRFZ96"
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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
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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
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% id = "01H8Y427B1QNZHJ5Z8W0QNFYPE"
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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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% id = "01HP1FESY38JWXNSJKPZNHP33Q"
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+ the interface you have to implement is:
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```cpp
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struct IFixer
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{
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@ -64,6 +65,7 @@
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% id = "01HP1FESY30HDA6JNR323GXD3D"
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- minimal example:
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```cpp
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auto Message = FTokenizedMessage::Create(
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EMessageVerbosity::Error,
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@ -23,11 +23,13 @@
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% id = "01HV1DGFHMDFMWY2FWRHN3NGAX"
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- the thing is - it doesn't. `GENERATED_BODY()` by itself is incredibly stupid:
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```cpp
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#define BODY_MACRO_COMBINE_INNER(A,B,C,D) A##B##C##D
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#define BODY_MACRO_COMBINE(A,B,C,D) BODY_MACRO_COMBINE_INNER(A,B,C,D)
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#define GENERATED_BODY(...) BODY_MACRO_COMBINE(CURRENT_FILE_ID,_,__LINE__,_GENERATED_BODY);
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```
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let's disassemble it piece by piece.
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% id = "01HV1DGFHM4BW1FXVX3AMJYR91"
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@ -44,13 +46,17 @@ let's disassemble it piece by piece.
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% id = "01HV1DGFHM6XQ68XJPART8TND3"
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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.
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for:
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```
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Engine/Source/Runtime/Engine/Classes/Engine/Blueprint.h
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```
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the file ID is:
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```
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FID_Engine_Source_Runtime_Engine_Classes_Engine_Blueprint_h
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```
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I haven't inspected the UnrealBuildTool/UnrealHeaderTool sources though, so there may be more to it.
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% id = "01HV1DGFHMVS11W47KWXJC7TY4"
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