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    Random Blueprint rants

    Who tought automatically renaming function respectively showing a different display name as the function name is a good idea?

    NewFunction New Function
    New Function New Function
    New_Function New Function
    Click image for larger version

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    Somehow related to that problem, inline string parameter values are not checked case insensitive. Changing a value from "MyValue" to "myvalue" or any equal string doesn't work and it is always reverted to the original value.




    Here's a quick overview.

    1 (Re-)naming functions results into beautifing names after submitting
    the name, occassionally you can't differentiate functions named the same
    way
    When (re)naming functions like "NewFunction" it will be converted to
    "New Function" and you can still have a function named "New Function"
    which will also be converted to "New Function". 2 methods sharing the
    same display name but having an different unique indentifier name which
    isn't exposed to the UI.
    Fixed for functions, still applies for collapsed groups and such
    2 Changing a property's type may result into many unlinked nodes (such
    as "Get" in case of arrays).

    #6
    3 Blueprint assets with an unknown parent class cannot be opened.
    #6
    4 Unreasonable size of Blueprint code assets. Making source control repos also bad in size (git for instance due
    to Blueprint being binary). Example repository: MapScaler takes up to
    300MB with only 94 commits.

    #8
    5 Auto-refactoring of anything. Removing functions/properties will also delete every related node.
    This is not always wanted. A refactory dialog would be really good if
    things are lsited which would be done by such action. And you can
    uncheck everything you don't want to automatically being changed.
    Unchecking such refactoring-required node will result into an
    un-compileable code, but at least you really know <u>where</u> things
    would've been changed and you can change the code manually. This is
    often useful if you extend a method. Since overloading is not possible,
    you would have to rename it. "Find references" is not always suited.

    #9
    6 Copy-paste/duplicate nodes are not fully a copied/duplicated
    version.
    Due to its behavior of how to paste copied content, occassionally
    you end up having nodes/pin not being linked. To bypass possible
    problems with that, try to avoid using connection lines which go over
    the full screen etc., always use local/global variables (parameters is
    still discussed if these should be exposed with an extra node instead)
    and drop them in in locally link them. However, not every case could be
    prevented.

    #11
    7 Missing option to disable nodes for debugging purpose. This feature has been added as pull request but was declined as it
    could make Blueprint more complex to understand and to work with.

    #11
    8 Random crash when either compiling or saving an Blueprint. As both are steps are crashing, there is no order what you should do
    first.

    #12
    9 Resource/memory heavy slate. Making data debugging extensive and slow (in comparison to
    wxWidgets).

    #12
    10 No runtime logging. Shipped code has logging removed from being used by Blueprint.
    #12
    11 Memory leak(s) by having many Slate elements.
    #14
    12 Commet bubbles are cleared without any involvement
    #15
    13 Unable to use by-ref paramters in overriding functions.
    #17
    14 Inconsistent friendly/display names (slightly related to #1) Blueprint properties (=UE architecture properties) can have display
    names specified by the meta tag <i>DisplayName</i>. This name is
    inconsistently used. For instance, that field is used for search and
    display in the "Add action" dropdown (rightclick on empty Blueprint
    workspace) <b>but</b> is not used for displaying the node. The actual
    property name is used for displaying the node (which is totally the way
    to go speaking of "programming").

    #18
    15 Dragging property/function/macro from "My Blueprint" panel (also
    even over into graph) switches to Rename-mode of the dragging/dropped
    property 8 of 10 times
    When dragging a "My Blueprint" entry from the panel into the graph
    panel, reordering in the same panel, or something similar, the rename
    mode of the property will be activated. This happens with my mouse
    behavior 8 of 10 times up to everytime. The required condition is to
    have the item selected. This bug/issue likely goes back how the rename
    feature on Mouse click is implemented. It's a simple use case in most of
    the modern UIs where a single click will enable to rename an item when
    the item is already selected. However, this feature is still working
    when the item is already being dragged. The same feature also gets
    enabled for doubeclicking (not to be mixed up with clicking once two
    times consecutively).

    #19
    16 Unable to re-order macros and functions Whereas properties can be reordered in the "My Blueprint" panel just
    fine, the same doesn't work for functions/macros.

    #19
    17 Unable to drag and drop functions and macros into categories Whereas properties can be dragged and dropped into categories in the
    "My Blueprint" panel just fine, the same doesn't work for
    functions/macros.

    #19
    18 Unable to reorder categories !!! for visual display in the details
    panel
    Whereas properties can be reordered in the "My Blueprint" panel just
    fine and the details panel order is the same, created categories keep
    the order when they are created first. The only workaround would be to
    re-created the category you want to re-order. This can result into
    having to re-create and re-order every single category and sub-property.

    #19
    19 Unable to drag and drop categories into other categories (creating
    subcategories by dropping one into another)
    Whereas sub-categories can be created by using the pipe character
    (|) in the category field of any property/functions, you cannot use the
    drap'n'drop feature to move 1 category into another. If you want to move
    a single category into another category (without having to move every
    single property), you can just rename the category and include the
    category name you want to have that category being placed in followed by
    the pipe character.

    #19
    20 Renaming subcategories will move the category back to the root By renaming a category which is inside another category (=a
    subcategory), the renamed category will be moved back to the root (=no
    parent category). When renaming a category, the suggested name doesn't
    include the parent category even if it is actually required and given
    (can be noticed when dragging the category and taking a look at the
    tooltip). As a workaround for not having a subcategory automatically
    moved back to the root, you need to include the parent category name
    following by the pipe character (|).

    #19
    21 Crashes. Crashes. Crashes. No matter how save you work on a Blueprint, such prelease like UT
    0.1.7 has (a pre-release of UE4.15), it crashes so often. Already
    crashed 4 times working on a single Blueprint which is not even a
    multi-Blueprint file. Deleting nodes, deleting variables, playing game
    (and thus re-compiling), ... stressful.

    #20
    22 Tendency of BP to result into spaghetti code The design pattern of linking nodes (also across the visible screen) tends to clutter the code much[...] (click on the post link to read
    more)

    #21
    Last edited by RattleSN4K3; 02-21-2017, 06:27 AM.
    ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
    ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

    #2
    Blueprint may have a bad case of being designed for artists by programmers.
    At least, it reminds me of something that was brought up in a talk by Valve (probably, my recollection is faint) about how their tools were made, and how it was soon realized that artists didn't need silly and ultimately obfuscating GUIs nearly as much as the technical team thought they did.

    Comment


      #3
      I actually don't have a problem with Blueprint, it really closes the gap which existed before where artists/designers couldn't work on prototypes due to the requirement of doing UnrealScript/C++. But I had so many problems with Blueprint, saw so many design issues/inconsistency, etc. that for now I only want to expose this, shout it out. For a game like UT, a fast rapid prototyping tool is really required. But such tool must be robust and not fragile like Blueprint. You may now I'm a supporter of any scripting language which works similar to UnrealScript. I'll never stop mentioning that .

      The issue proposed above was introduced with UT's 4.12 upgrade. I don't even know if this is UT only or also the case for UE4.12 as these are slightly different.
      ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
      ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

      Comment


        #4
        Originally posted by RattleSN4K3 View Post
        Changing a value from "MyValue" to "myvalue" or any equal string doesn't work and it is always reverted to the original value.
        This is annoying. I always end up doing "MyThing" > "asdadsfasgd" > "mything".
        C++: Spray prototype | Compilation Tweaks | Maps: Quayside (inactive)

        Comment


          #5
          Not sure if this is a Blueprint rant?

          But it is very frustrating to me that I can Get numerous Slide variables and only Set half of them........... I keep checking to see if this has been implemented. Dev love, please? <3
          The Shield Belt / Telefrag thing is not exposed to Blueprint, either. :-(

          Now! I have to give props where props are due. I have created a massive mutator touching on just about everything purely through Blueprint. Usually when I think something can't be done, I just have to think of it another way or dig deeper. The capability is largely there already, and it's a lot easier to learn through trial and error than C++.... There have been only a few things in all the simple or complex things I have tried to do that I could not [eventually]. So kudos! Now *whisper* how about getting me those variables? ;-)
          http://s26.postimg.org/fojs676kp/Surge_Banner.jpg

          Comment


            #6
            [MENTION=16193]Remdale[/MENTION], yep it is frustating knowing C++ does allow access to specific properties and Blueprint is limited there. I really doubt this will change that much as exposing everything to Blueprint would simply allow maps or any other cosmsetic client-sided mod accessing several game-relevant/important props. The advantage of Kismet back then was exactly this. Unless a map uses a custom script framework, it was ensured a map wouldn't manipulate the game much.

            Rant #2:
            Changing a property's type may result into many unlinked nodes (such as "Get" in case of arrays).


            Rant #3:
            Blueprint assets with an unknown parent class cannot be opened.
            ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
            ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

            Comment


              #7
              Originally posted by RattleSN4K3 View Post
              Rant #3:
              Blueprint assets with an unknown parent class cannot be opened.
              Pretty sure thats how it would go for any asset not just BPs.

              Actually even #2 is iffy because in CPP you may have to change the foreach type on an array as well, sure replace all beats doing it by hand in BP cant deny that.

              Just to bring it full circle theres a reason why its called an interpreted language, CPP is not without its huge flaws either but we gave up listing them in the 90s because the list was longer than the fixes.

              For eg try disabling a collision component set to scene root in CPP constructor, then put BP collision ontop and watch the bugness. Technically not a bug though its a programmer generated error.
              Last edited by MonsOlympus; 06-07-2016, 01:34 AM.
              Upon release, Unreal Tournament 2004 was met with widespread critical acclaim. Several critics praised the unique, fast-paced, fun and challenging nature of the game as its main selling points, while fans touted the post-release support and extensive modding capabilities.

              Comment


                #8
                Not praising C++ in here but critizing the Blueprint system as such. The war/battle Blueprint vs. C++ has already happened and it's a waste of time... we all know who wins.

                Rant #4:
                Unreasonable size of Blueprint code assets. Making source control repos also bad in size (git for instance due to Blueprint being binary). Example repository: MapScaler takes up to 300MB with only 94 commits.
                ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
                ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

                Comment


                  #9
                  Rant #5 (related to #2):
                  Auto-refactoring of anything. Removing functions/properties will also delete every related node. This is not always wanted. A refactory dialog would be really good if things are lsited which would be done by such action. And you can uncheck everything you don't want to automatically being changed. Unchecking such refactoring-required node will result into an un-compileable code, but at least you really know where things would've been changed and you can change the code manually. This is often useful if you extend a method. Since overloading is not possible, you would have to rename it. "Find references" is not always suited.
                  ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
                  ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

                  Comment


                    #10
                    Okay well heres my list

                    #Fact I have to touch the mouse to interact with BP

                    #Autocomplete is worse than google search, searching "for" gives you everything but a for loop unless you explicitly ask for it negating the usefulness of having autocomplete at all.

                    #Lack of control over C++ created components, especially at runtime.

                    I have more but the list is longer than my pet hates about CPP, I just dont think this is the place for generic BP hate but more specific to UT. Which the collision component as root scene component issue is.

                    See this is the problem I have with this community, its too competitive, no one has to win to have a discussion, sometimes both win, sometimes both lose, the key is that we move forward and not get stuck living in the past

                    Eg. If this game fails everyone loses, no one wins and all these debates will be pointless regardless.
                    Last edited by MonsOlympus; 06-22-2016, 10:51 AM.
                    Upon release, Unreal Tournament 2004 was met with widespread critical acclaim. Several critics praised the unique, fast-paced, fun and challenging nature of the game as its main selling points, while fans touted the post-release support and extensive modding capabilities.

                    Comment


                      #11
                      Rant #6
                      Copy-paste/duplicate nodes are not fully a copied/duplicated version. Due to its behavior of how to paste copied content, occassionally you end up having nodes/pin not being linked. To bypass possible problems with that, try to avoid using connection lines which go over the full screen etc., always use local/global variables (parameters is still discussed if these should be exposed with an extra node instead) and drop them in in locally link them. However, not every case could be prevented.

                      Comparison to textual scripting as the scope isn't that easy to understand.
                       
                      Spoiler





                      Rant #7:
                      Missing option to disable nodes for debugging purpose. This feature has been added as pull request but was declined as it could make Blueprint more complex to understand and to work with.

                      Edit:
                      By searching for the related pull request, I found out that 4.11 does have that feature implemented but it has to be activated in the preferences.





                      Originally posted by MonsOlympus View Post
                      #Fact I have to touch the mouse to interact with BP
                      Yep. I've said that as well on several occassions. It is really killing rapid prototyping (respectively mouse-less coding).

                      Originally posted by MonsOlympus View Post
                      #Autocomplete is worse than google search, searching "for" gives you everything but a for loop unless you explicitly ask for it negating the usefulness of having autocomplete at all.
                      Additionally to that, you only have "full text" and "relevant". Occassionally, not using full search doesn't return the desired node even if it is related.
                      Something I also miss (using the "Inspector"/"Class browser" panel; not sure what it is called atm), you're not able to check functions/props per class. IMO this is a important feature for modding existing games.

                      Originally posted by MonsOlympus View Post
                      #Lack of control over C++ created components, especially at runtime.
                      In most cases I think BP is lacking there because it wasn't required at time by the team which requested that feature. But sometimes I see BP is intentionally limited for that matter. This is a good thing, but for BP being the only scriping system for mods, you're really screwed. If BP would have the same access level and possiblites UnrealScript had, maps could exploit the game pretty easily (which they already can). Back in UE3, only Kismet allowed scripting and it was a special kind scripting with pre-made nodes (similar to BP but less dynamically extended). Unless you've coded your own Kismet actions, you were limited to what Kismet has offered and it wasn't that much. Currently, a map could have the same scripts any other mod can have, and this results it can manipulate the game as such. There's so much a map author can do and hide in BPs shipped with a map.
                      ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
                      ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

                      Comment


                        #12
                        Rant #8:
                        Random crash when either compiling or saving an Blueprint. As both are steps are crashing, there is no order what you should do first.

                        Rant #9:
                        Resource/memory heavy slate. Making data debugging extensive and slow (in comparison to wxWidgets).

                        Rant #10:
                        No runtime logging. Shipped code has logging removed from being used by Blueprint.
                        Last edited by RattleSN4K3; 02-21-2017, 06:27 AM.
                        ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
                        ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

                        Comment


                          #13
                          Its actually really easy to create cyclic errors with BP even still, thankfully the structs are fixed somewhat but you can create a circular reference that fails to compile which continuously dirties the referenced BPs causing them never to save correctly. I think the interface should warn against such things and try to stop them before they happen as hunting them down and fixing them after the fact can be impossible if it causes corruption.

                          I really dislike that UT moved to shipped code, I get it they want to stop cheats or whatever but why treat it like a shipped title on one hand while on the other constantly using PreAlpha as an excuse.

                          Ive said since the beginning I wanted BP to act more like an electronics engineering software which allows hotwiring and probes for debugging purpose, its really cumbersome to inject a branch and I really think more steps need to be taken to improve debugging. Even watching a variable is this cryptic number of clicks and whizzes when as much info as possible should be there on the surface so I wholeheartedly agree about some sort of inspector.


                          My biggest gripe atm is how collision acts completely whack in the editor and even worse in the game, Im not sure if its changes in 4.12 to the system but the collision channels seem to be completely screwy even regardless of the previous issue I mentioned.

                          Eg. A StaticMesh set to blockall makes flak shards bounce just fine, a box (collision) component on a BP however set to blockall suddenly destroys flak shards.

                          There are issues with dodge ramps acting completely different in BP components vs StaticMesh in the level vs Blocking Volume and this to me is a significant issue which could be the cause for alot of other bugs that people have been fixing on a per case basis. I try to avoid engine code so I can only talk from my experience with the engine/editor and the game itself and these problems have been in there since early on with no effort to rectify them and it goes to what you were saying about how certain teams work.


                          There are no issues with a team taking a preferred route but when they fail to correctly document the technical specifications of what they are doing then expect modders to be happy when they encounter issues with said code. The engine being updated just adds to the already unpredictability of the codebase for this game, BP issues are hard enough to deal with without the continuous stream of spanners being throw at your work and then a complete ignorance to these real issues affecting coders because we dont work directly side by side with the UT team to know the exactly procedures we are meant to be using.

                          For instance, are we meant to use only blocking volumes because thats the way Epic does it? What do the channels do exactly, why does IgnoreOnlyPawn destroy projectiles for instance...

                          I think if Epic want people to use BP and for it to really get better they have to start supporting it themselves in their games!



                          P.S. Navmesh generation using only 2 cores and not being able to build lighting on the other 6 at the same time is a bad joke!~
                          Last edited by MonsOlympus; 07-01-2016, 05:08 AM.
                          Upon release, Unreal Tournament 2004 was met with widespread critical acclaim. Several critics praised the unique, fast-paced, fun and challenging nature of the game as its main selling points, while fans touted the post-release support and extensive modding capabilities.

                          Comment


                            #14
                            Rant #11 (not specifically Blueprint related):
                            Memory leak(s) by having many Slate elements.

                            I am working on the MapScaler blueprint from time to time and a feature is called "Undo". Since that Blueprint is a single-class implementation, the data to undo values is stored in the Actor itself - as fields. All of these fields are declared as arrays and can contain various type of data. By scaling a map with 1000 actors, there will be at least 3000 array entries stored for the transform values and additionally some other values for other scaled actors such as JumpPad, Lights etc.. Now this data is created as field and specifically set as visible (in order to have it serialized, otherwise it will be deleted on saving), it will create several Slate elements for each array entry. This does slow down the overall process but also the editor each time you select the MapScaler actor from the editor's viewport.

                            As you likely have the MapScaler details tab open when you scale a map, these Slate elements are created no matter what you're doing, at least once. This does or can increase the memory usage up to the maximum available memory immediately. It will be free-ed when you deselect the actor. But it is kept as long as the actor is selected or created (which is the case when you debug your implementation since runtime debugging is not possible for the UserSriptConstruction block). Here are some mem reports:

                            Clean ExampleMap map (MapScaler pre-compiled though)
                            Code:
                            Process Physical Memory: 2148.92 MB used, 2170.66 MB peak
                            Process Virtual Memory: 2097.89 MB used, 2131.58 MB peak
                            Physical Memory: 6144.69 MB used, 8189.24 MB total
                            Virtual Memory: 2750.75 MB used, 8388608.00 MB total
                            MapScaler placed in level. Before scaling.
                            Code:
                            Process Physical Memory: 2254.23 MB used, 2292.22 MB peak
                            Process Virtual Memory: 2202.22 MB used, 2240.75 MB peak
                            Physical Memory: 6252.96 MB used, 8189.24 MB total
                            Virtual Memory: 2854.82 MB used, 8388608.00 MB total
                            MapScaler placed in level. After scaling 3 times (with stored Undo Data and visible data in details tab).
                            Code:
                            Process Physical Memory: 3845.72 MB used, 3845.72 MB peak
                            Process Virtual Memory: 3856.70 MB used, 3856.74 MB peak
                            Physical Memory: 7574.62 MB used, 8189.24 MB total
                            Virtual Memory: 4502.80 MB used, 8388608.00 MB total
                            About 1.5 GB of memory used for these Slate elements. But none of them are visible on the screen or rendered at all. Overall the 78 arrays do have 4627 elements which created that amount of used memory. It doesn't matter if the arrays are collapsed, expanded or rendered. Once created, it does take up that much.

                            Now this isn't a problem for the released MapScaler as I hide the specific BP category in order to keep it not being created. The following mem reports as a proof:
                            MapScaler placed in level. After scaling 3 times (with stored Undo Data but data hidden from details tab).
                            Code:
                            Process Physical Memory: 2377.03 MB used, 2404.57 MB peak
                            Process Virtual Memory: 2321.40 MB used, 2352.97 MB peak
                            Physical Memory: 6229.39 MB used, 8189.24 MB total
                            Virtual Memory: 2970.05 MB used, 8388608.00 MB total
                            But this isn't ideal to develop the MapScaler. Also it is just another hint how unsuited Blueprint and the IDE is for everything non-content related.
                            And with many undo processes, the UE4 editor will eat memory until the systems runs out of memory. The editor crashes and the system will only slowy re-allocate the resources for the other running processes resulting in a general slow system. A reboot is likely required after that.


                            And why a rant and not simply a bug report here or on the engine forum? I just don't want to and think that I cannot be the only who noticed it. As long as the Undo feature exists, I know of that problem with Slate. I truly believe that hundreds of devs working on the editor should already know that problem. If not... well...




                            Originally posted by MonsOlympus View Post
                            My biggest gripe atm is how collision acts completely whack in the editor and even worse in the game, Im not sure if its changes in 4.12 to the system but the collision channels seem to be completely screwy even regardless of the previous issue I mentioned.
                            I actually do believe that collision calculations (respectively the algorithm for the movement) causes the up to 1 seconds freezes several players face. I do have evidence of that back in the days but never traced it back.

                            Originally posted by MonsOlympus View Post
                            I think if Epic want people to use BP and for it to really get better they have to start supporting it themselves in their games!
                            You know something has flaws if the authors don't use it by themselves.
                            ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
                            ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

                            Comment


                              #15
                              Rant #12
                              Commet bubbles are cleared without any involvement

                              Code comments added by bubbles to specific nodes are sometimes cleared. It is also often clear when you copy-paste a node with a comment bubble and compile your code. The bubble stays visible but the comment is cleared out. Random stuff...


                              PS: Rant #1 (in the OP) is halfway fixed. Function names are now not automatically renamed (adding spaces etc.) but Collapsed nodes still are.
                              Last edited by RattleSN4K3; 11-05-2016, 11:06 AM.
                              ] Map Scaler Tool | Betrayal for UT4 | No Spawn Protection | No Pickup Timer | BioLauncher (revived) | ForcePickupSpawn | Map cosmetics::P | Safe Spawn::P | Why numbers for Health/Armor suck!::ANALYSIS/CONCEPT
                              ] UT3 Addons: NoMoreDemoGuy | PickupRespawnTweak | Mutate Spec | MutePawnSounds | NoPlayerBeacon | Epic FTW | Epic FOCK | TripodSound (... and many more)

                              Comment

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