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> code due to being unmaintainable, undebuggable or unoptimizable. I would argue that the shader editor in UE3 had none of these properties. It showed you cycl
by vvanders 8y ago
> code due to being unmaintainable, undebuggable or unoptimizable.
I would argue that the shader editor in UE3 had none of these properties. It showed you cycle count and each step of the graph visually for debugging.
Also, I don't mean to be blunt but you aren't the target for those tools. Where they shine is when you have a level artist that needs to make a small tweak to how a shader looks. With those systems you don't have to loop in a dev to make it happen. You still need a solid tech artist to make sure things don't get out of hand and they're not a tool for every problem but in the domains where it aligns you see 10x gains on a regular basis.
- nineteen999 8y agoI think rather than the shader editor (which uses a similar-but-different node based interface) they are referring to the Blueprint programming system in UE4 which effectively wraps C++. It's extremely powerful, but it comes at a cost because it's nigh impossible to create diffs between different versions of Blueprints AFAIK. I did see this (https://forums.unrealengine.com/community/community-content-tools-and-tutorials/1573386-mgc-magic-nodes https://forums.unrealengine.com/community/community-content-...) the other day which looks pretty cool, essentially being able to embed some C++ at the Blueprint level, but I don't think that will necessarily solve the problem.
- heavenlyblue 8y ago>> It's extremely powerful, but it comes at a cost because it's nigh impossible to create diffs between different versions of Blueprints AFAIK. Why not? What makes their representation undiffable?
- nineteen999 8y agoI could be wrong but I believe the Blueprint assets are stored in a binary representation. So that rules out vanilla tools like patch/diff for the most part. See the sibling poster, they did actually add a visual diff/merge tool in a much earlier version and I missed that.
- infinite8s 8y agoAscii is a binary representation. It's just that we've built up a lot of tooling around being to visualize/manipulate that representation. There's no reason that similar tooling couldn't arise for other binary representations
- nineteen999 8y agoI'm not really sure what your point is. The point is ASCII/UTF-8 are a binary representation that is easily parsed by humans, which is why we use it for writing code. Sure, if you want, dump both files with xxd and do a diff on that instead. There's been ways to diff binary files forever. Doesn't mean it is a great idea to store source code in that manner though. With UE4 you're not really supposed to be able to edit the Blueprint "code" outside the UE4 Editor.
- zsmizzle 8y agoThey added a visual diff/merge tool for Blueprints in Engine version 4.7 (See "Blueprint Merge Tool" here: https://docs.unrealengine.com/en-us/Support/Builds/ReleaseNotes/2015/4_7 https://docs.unrealengine.com/en-us/Support/Builds/ReleaseNo...)
- nineteen999 8y agoThat is neat, I'd never noticed that. Although in the context i've heard it discussed, it was more in the vein of "can't generate textual diffs/patch with them, as you can with C++".