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[Feedback] James' Game Jam Blueprint Feedback

First off I'd like to thank Epic again for organizing the jam. I had a lot of fun and learned a whole lot! I used blueprints for the entire project. This was the first time I used blueprints, and I was very impressed! Coming from an UnrealScript background, they were very easy to pick up and just start using.

I didn't come across any real bugs, but I do have a few suggestions for making blueprints even better.

  • You can use ctrl+c to copy nodes, why can't you use ctrl+v to paste nodes?

  • A built-in for or while loop that runs with an adjustable delay in between each run-through. I could have used this when spawning waves of enemies, with a few seconds delay in between each spawn. For and while loops are included, but they do not give the option for a delay in between each run-through

  • Better object interaction. I know this is being worked on, but I would like it to act much like using object references in code. You should have the ability to cast to other classes, iterate though existing actors based on specific parameters, etc, and be able to directly access the other object's functions and variables.

  • A useful built-in macro would be incrementing int or float variables by one, like using var++ in code. Currently it takes three nodes to accomplish this (get, add, set), and it's a lot more convenient to just have one. I recently found out that you could create your own macros, and it's not a big deal to create your own macro to do this, but it's nice to have the functionality out of the box.

  • When you hover over a collapsed node, you get a preview window of what the collapsed node contains. It would be cool if the same could happen for macros.

  • When debugging, show the current value of variables, like debugging in Eclipse or VS.

I don't have any other suggestions for blueprints right now. I am very happy with how easy they are to use and how powerful they are, and they are much more organized than kismet. Great job Epic!

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asked Mar 11 '14 at 02:49 AM in Blueprint Scripting

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ue4-archive ♦♦ STAFF
50k 3670 1999 9124

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:49 AM

Well I do have one more suggestion, dealing with drawing text to the HUD. Currently, to center or right align text, you have to use a Get Text Size node, do some math, and then finally Draw Text to the HUD based on the results. If there could be an option added to the DrawText node that lets you center or right-align text, it would save a lot of the time (and space in the BP editor) needed to center or right-align. My many nodes were a mess, all just trying to center text on the screen.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:49 AM

"You can use ctrl+c to copy nodes, why can't you use ctrl+v to paste nodes?"

ctrl + v works fine for me,

I really liked the colors in your game!

Rama

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:49 AM

I'll try that out tomorrow, but I remember trying to use Ctrl+v with no result.

Thanks Rama! :)

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:49 AM

A specialist has been assigned to address your feedback, but I thought you would like to know that we just did some internal updating with loops:

http://forums.epicgames.com/threads/974748-Engine-News-10-03-13

You can expect to see this featured in a future build.

Thank you, Alexander

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You can use ctrl+c to copy nodes, why can't you use ctrl+v to paste nodes?

That should work, if you find a repro please post it here. Note that when you ctrl-v it I believe it pastes at the current mouse location.

A built-in for or while loop that runs with an adjustable delay in between each run-through.

That sounds like a good idea, i'll enter a task for it!

Better object interaction. I know this is being worked on, but I would like it to act much like using object references in code. You should have the ability to cast to other classes, iterate though existing actors based on specific parameters, etc, and be able to directly access the other object's functions and variables.

Yup, very important, we are very close to allowing all those things!

A useful built-in macro would be incrementing int or float variables by one, like using var++ in code.

This is not hard to add, but we are worried that it would be a confusing concept. We'll continue to think about it...

When you hover over a collapsed node, you get a preview window of what the collapsed node contains. It would be cool if the same could happen for macros.

I certainly see you point, but I'm not sure about that. A collapsed graph is 'owned' by you, so its ok we encourage you to open it up. Macros are often used as 'black boxes' - we don't want to confuse new users that they need to understand what is inside one to use one.

When debugging, show the current value of variables, like debugging in Eclipse or VS.

You can watch the value of any pin by either mousing over it, or right clicking on it and choosing 'watch' and it will be displayed in a bubble above the node.

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answered Mar 11 '14 at 02:49 AM

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ue4-archive ♦♦ STAFF
50k 3670 1999 9124

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