Ask Epic: Verse - March 28 @ 10:00 AM ET

No firm plans on this. But I can say that us Verse developers are very motivated to have a good debugging experience with Verse.

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Per Tim Sweeney, It’s coming, but not this year. :slight_smile:

You can achieve this today using the animation_controller APIs which include some support for interpolation during movement.

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Nope - no plans.

We’re working on profiling tooling for UEFN, the first part of which will be in your hands soon.

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APIs in UnrealEngine.com/Temporary may eventually be moved, especially in cases where we believe that we may settle on a Verse.org level API in the future. At that point the APIs in UnrealEngine.com/Temporary will either be deprecated (but still function) or forward directly to the long term Verse.org supported API design.

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if can be used as an expression, which lines up with the behavior of the ternary operator in other languages. See If.

I asked Tim:

“We needed to develop simpler new APIs from the ground up and could get much more traction with the effort by adding it on top of Fortnite anew than adding it alongside C++ for licensees where needs are more complex and are already widely addressed in C++.”

I don’t have firm dates to give you, but debugging in Verse is something we on the Verse team also care deeply about.

Can we get more existing device functionality exposed to verse soon? I most often feel like it’s not the language itself that’s holding me back, but what’s exposed in the API.

Yes, we will be working on raycast type functionality for the new UEFN scene graph.

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The first step to allow this is coming in a UEFN release soon - top people are working on it. This will just be the first step on our profiling journey too, so stay tuned for future updates!

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What functions in particular would be useful? We intend to add syntax for deletion, but otherwise have nothing in particular planned in the immediate future.

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The custom npc thing is a bug - we’ve got a fix in the works that’ll be going out soon. Sorry for any pain caused!

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The scene graph is meant to be a new foundation for UEFN, so its been designed to run in all the contexts we need it to run in. The first two cases being setting up content statically through UEFN and manipulating (create/remove/modify) through the runtime. We haven’t started designing any editor side execution paradigm yet but we are thinking about it.

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Exposing a Cancel method would allow for self-cancellation, the semantics of which are not yet implemented appropriately. However, it is on our radar. The only options available now involve restructuring the code and making use of race, rush, or branch (the latter two cancel remaining tasks upon the function returning).

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In the design right now some components, like the mesh_component, implement the “enableable” interface which can be used to hide/show them from the scene. You can also remove an entity and its children from the scene through (:entity).UnsetParent() and then add it back later to stop if from processing entirely for a period of time.

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Scene graph entities haven’t been exposed to data layers yet. Over time we’ll either add them to data layers or add an alternative solution that works in a similar fashion but is more tailored to the scene graph architecture.

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If the intention is to override the var with a subtype of the type defined in the parent class: that would result in an unsound type system. The child type could be used as the parent class, and a set to a non-subtype performed. More concretely,

class1 := class:
  var Data:[]int = ()

class2 := class(class1):
  var Data:tuple(int, int) = (1, 2)

Main():void =
  X:class2 = class2{}
  Y:class1 = X
  set Y.Data = (1, 2, 3) # unsound

If the intention is to change the default value of the var: this works currently.

We haven’t locked down any specifics of the streaming solution for the scene graph yet. It will likely look a bit different than world partition streaming does for Actors in order to make it match Verse’s execution characteristics. However, we will provide a solution to streaming that works with the scene graph at some point in the future.

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