Workflow Differences with UE

Just an observation that occurred to me while I was working.

I really didn’t want to change parameters in the editor when I was testing. This requires pushing the whole level up to the server and can take around a minute (for my small test level).

Editing things in Verse - wow, pushing Verse changes is fast, like 7 seconds! I quickly started making all my changes in the Verse code and stopped using editables altogether.

In UE, using editables made sense, since hopping into the game was in editor and it was much easier to tweak something there than to go into code or blueprints to edit it.

In UEFN though, the cost of those edits is REALLY high from an iteration standpoint. I could see a couple options for making this workflow better.

  1. Have a lighter-weight push changes when it is just editor variables.
  2. Allow access to the data fields of the pre-made devices in Verse like we have for our custom ones.

No idea what the underlying feasibility of those are, but just thought I’d share that experience.

@Megaspace Thank you for your feedback. While I cannot guarantee a response, I can confirm that this has been forwarded to the appropriate team.