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Unreal Verse Language Reference
- waboremo 4y agoWow they were really serious about trying to make this approachable for beginners, cat sketches and all. And what better way to test that method than to release it to fortnite fans and seeing where/if they hit a wall.
- renox 4y agoThat's funny: while there was clearly some work done on the website, it is very bad: on my phone there's no simple way to go from one section to the next!
- lazypenguin 4y agoI didn’t mind blueprints for things like animations or shaders but when building actual logic my programmer bias still preferred to write code. I’d be interested to see how this develops and if it supplants blueprints.
- mdaniel 4y ago> Verse uses logic as the type for Boolean values, which means logic only has two possible values: true and false. (https://dev.epicgames.com/documentation/en-us/uefn/logic-in-verse https://dev.epicgames.com/documentation/en-us/uefn/logic-in-...) why in the world would you do that? even going out of your way to _call it boolean_ in the description, and then :fu: in the actual language > indented comment: Anything that appears on new lines after <#> and is indented four spaces over is part of the code comment. The first line that isn’t indented four spaces over is not part of the code comment and ends the code comment. Interesting. I see later on that code blocks also tolerate Python-ish syntax https://dev.epicgames.com/documentation/en-us/uefn/code-blocks-in-verse#spacedformat https://dev.epicgames.com/documentation/en-us/uefn/code-bloc... but _also_ brace syntax
- mdaniel 4y agoit seems https://news.ycombinator.com/item?id=35270720 https://news.ycombinator.com/item?id=35270720 has won out and I don't have the energy to email hn@ about merging the threads