everything BoredEngineer has posted, especially
'Regardless of that, you are suppose to be able to learn new tools and workflow to do your job. This is something that you find as requirement for any technical position in the world. ’
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cause… we are… customers?
ofc if you prefer using Skrokum and adding into that all the .net features great but wouldn’t be just more expensive and less rewarding (even just in terms of popularity and accessibility)?
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Just want to point out, @ that from our perspective you are asking development time from Epic which could be directed to solving any number of actual issues with the engine to instead go towards implementing C#. If C# comes to Unreal I’m sure we will all test out the integration, but at the end of the day most of us would rather have a bug, for instance variables being reset to parent default on BP child classes in levels (or even in the child class editor), fixed rather than having C#. [Nothing like having to have a BP class for every single different instance of an actor in your level just because a value is reset to default no matter what.]
You may be a customer, but we’re all paying exactly $0/month (at least if you aren’t making money from a UE4 game) for access to this tool. I am a ‘customer’ too, so my voice counts as much as yours. If an EPIC dev replies to this thread with ‘Hey , we’ll start on this on Monday’- I can’t complain. I have no more priority to the dev team than you do. The bug I mention must, actually, be more complicated to fix than C# is to implement, because this has been in the engine for nearly (or over) a year with no fix despite people trying to fix this. Maybe it’s just user error. However, Epic have actually said no to C#.
As for your challenge to implement a reverse for loop in BP?
C++ @
FString FinalString = TEXT("");
for (int32 Idx = Array.Num() - 1; Idx > 0; Idx--)
{
// Move on if it's not even
if (Idx % 2 != 0)
{
continue;
}
FinalString = FinalString + Array[Idx];
}
Blueprint Macro
Actual Function (as a macro)
If you were smart and wrote the base function in C++ and call from BP
So yes, it IS messy, and takes up more room than it should. Surprise, surprise. But take a good look at that final image. This is what it should look like to take a string array, reverse its order and concatenate it into a single string in BP. Why? Because this would be making use of UE4. All of UE4. The function is easier to write in C++, so write it there and call it from BP. All the power of C++, all the visual aspect of BP.