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> 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 pres
by 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.