I’m very impressed with what they have done with blueprint so far and i want to see some more. its the first and only visual scripting language that actually looks like it could match code as far as being able to make a game with it. however it still has many weaknesses that i think could make it absolutely mind-blowing if they where fixed.
here are some features that would help:
(disclaimer: if these are in here and i just didnt notice than i am sorry.)
- custom data types.
usage: inventory is practically impossible without this and its the basis of most advanced data storage.
explanation: this would be similar to classes or structs. a blueprint type for storing data. could be somewhat like a macro but instead of having logic it would house a bunch of variables that could be accessed. these data types could be treated like variables with the ability to create instances of them as well as arrays of each data type.
- data saving.
usage: player saves. editor data storage.
explanation: you need a way to save some data to a file so you can have persistence. this could be some built in functions for things like saving a file(could use the custom data types listed above), loading a file(to said data type). also atop the simple saving there should be one for writing byte per byte data to a file.
i think if blueprint becomes a viable coding language for making games it could greatly help with speed of development(as well as giving me less carpul tunnel).
best of luck ue4 team! toasts
regards, .