Hi Epic, I have been using blueprint for some time now, I liked the ease of use of it a lot, but I pretty much immediately noticed some shortcomings.
I got some blueprint code that has latent nodes in it to make it functional.
This functionality is part of the player controller, and other classes/entities etc will call this functionality.
Problem is, latent nodes aren’t allowed in functions or macro’s… Why?
A macro is supposed to be a wrapper around blueprint right, so you don’t have to copy paste blueprint functionality around?
Well, now I have to copy paste this blueprint network around, and if I want to make a change, I have to backtrack every single usage of it and change every single one, individually…
Why Epic, why?
Also, as a side note, what is the deal with static constants not existing in blueprints?
For this I’ve now just made a class with default values that is initialized in every class that I need it in, which is kinda dumb.
Imagine C++ without constants, no MAX_INT etc, would be a mess, yet this is the standard in blueprint?
Seriously though, I like blueprint, but it has some serious problems right now as far as I can see.
If these limitations came from a conscious design decision, would you please please please re-evaluate it?