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  1. Embed this notice
    The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 00:42:34 JST The Seven Voyages Of Steve The Seven Voyages Of Steve

    Did too much in Blueprints again, had to rip it out and replace it with C++. I should know better, but in my defence it was very user-facing "UI like" code, just using actors, and I normally do UI code in BPs. But like always it hit a complexity wall and I had to unpick it

    In conversation about 5 months ago from mastodon.gamedev.place permalink
    • Embed this notice
      Laura (landelare@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 01:14:26 JST Laura Laura
      in reply to

      @sinbad Using C++ coroutines for my UMG stuff has been a game changer. I don't really do anything GUI-related in BP anymore, other than populating the BindWidget UPROPERTYs.

      In conversation about 5 months ago permalink
    • Embed this notice
      The Seven Voyages Of Steve (sinbad@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 02:20:23 JST The Seven Voyages Of Steve The Seven Voyages Of Steve
      in reply to
      • Laura

      @landelare Interesting, any examples?

      In conversation about 5 months ago permalink
    • Embed this notice
      Laura (landelare@mastodon.gamedev.place)'s status on Tuesday, 28-Jan-2025 02:28:06 JST Laura Laura
      in reply to

      @sinbad I replaced a bunch of UMG animations with C++ timelines for instance, just setting whatever value the animation would set on Tick, but with no BP.

      Any time you'd use a 🕒 node in BP or arrange for a callback (🟥 pin, e.g., timers), coroutines have a chance of being a good replacement.

      In conversation about 5 months ago permalink

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