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Talking about Unreal Blueprints, did you know creating a new blueprint node is as simple as writing a C++ function and adding a reflection macro on top of it, that's it. It's freaking awesome.



I haven't tried that but it did seem straightforward. Personally I think it would be much more useful if you could go the other way around. Define a node sort of like an anonymous function/first class citizen kind of thing, and pop open a little code editor that lets you write the implementation with all of the boiler plate pre-generated.

The only time blueprints fail me are

1) Really nitty gritty networking stuff 2) More classic CS algorithmic stuff, with strings, arrays, sorting, etc.

The latter feels very solveable. Maybe in ue5...




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