Google is failing me likely because I can’t think of the right term that’s used in Unreal. I’m trying to figure out how to add code to process editor-time data and convert it to runtime data.
As a simple example, say that you have a distance property in an object. As part of the data pipeline, you want to square that value and use that at runtime so you don’t have to manually square it every time you do a distance check.
As a more complex (but abstract) example, imagine you have several graphs. These graphs have nodes that connect to other nodes in the graph or even to nodes in other graphs. At runtime, this is just represented as a flat array or perhaps a map for performance reasons.
How can I write pipeline code that would accomplish things like this? Just to be clear, I’m not looking for solutions to these specific issues (I promise you that these are just examples, not real use cases I have), I’m just trying to figure out how this processing is done in Unreal.