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Not sure why this is downvoted. > - Find and replace a variable > - Finding all references I think the basic search tools are pretty good. I can't say I expec
by spywaregorilla 3y ago
Not sure why this is downvoted.
> - Find and replace a variable
> - Finding all references
I think the basic search tools are pretty good. I can't say I expect find and replace to be super common. I would prefer to do such things one at a time.
> - Change a variables type
I would say you really shouldn't be doing this too often. It's compiling to statically typed code under the hood so this will frequently cause a lot of breaks. You can do it, and it will highlight all the areas where this breaks things (maybe more easily than c++ might tbh). And if the types are compatible, that might mean you have to do the annoying step of redrawing lines to the same var with a new "node" representing the proper type.
> - Merging changes from multiple commits
This is hard and not good. The most difficult part about blueprints.
> - Refactoring
I tend to think this is pretty easy. Maybe easier than in code. I'm a big fan of collapsing all nodes into subnodes. So every individual step becomes one high level node. You can also "collapse nodes" into a function itself. You want to minimize the number of nodes you're looking at any given time so it kind of encourages good practices on itself if you're competent.
- andybak 3y ago> I can't say I expect find and replace to be super common. I would prefer to do such things one at a time. This seems like a very strange thing to say. I presume you do text-based coding as well? Multiple cursors, search/replace, bulk refactors and other semi-global operations are a huge part of my normal workflow and I can't quite fathom how visual coding would change the need for that. Regarding refactoring - I'm not sure what you describe really is "refactoring".
- spywaregorilla 3y agoI'm a data scientist day to day, which is a very different feel from coding up game systems. The latter is a lot more intricate and intertwined. The text coding I do in c++ for unreal is probably more involved. I can't say what you're saying resonates with me as familiar. I've always been confused at why people ever feel multiple cursors is useful if not just begging for disaster. You can, for example, rename a property in a blueprint class, and that will flow through to all references to that property in other blueprints, if that's closer to what you mean. When I think about refactoring I think about taking some logic and making it into a more reusable function; or abstracting it into a shared component. I would say the former is what I was saying, and the latter is more of a capability offered by the engine than the tooling. Reparenting classes to compatible alternative parents and moving properties and logic to component classes is relatively comfortable in my opinion.
- exogen 3y agoWould you be down to chat a little about your Blueprint experience and take a look at a tool I've been working on? Check my homepage (on my profile) for contact info if so, I'd be very thankful :)
- spywaregorilla 3y agoI'd prefer to just reply to comments but I'd take a look. You might find better perspectives asking the folks who sound like they've finished shipping a complete game though.