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!