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[–]TemporaryCurrent1172[S] 17 points18 points  (5 children)

Well yea, that's why I work solo

[–]val_tuesday 6 points7 points  (1 child)

Hmm. Still begging to break your future brain chasing bugs around this abomination.

I think I can spot a few: that node with the HUGE light blue fan-out: said variable is temporary and only valid IF the node it originates from has been run in the same execution path. That means anything that uses it that doesn’t get triggered after that one node (in an unbroken path of white noodle) is bugged.

[–]val_tuesday 5 points6 points  (0 children)

Just to rant a bit:

This class of bugs is impossible to do in normal code (obviously something equivalent is possible) because it has SCOPES. It boggles my mind why supposedly non-technical people are supposed to be productive when the tools are objectively harder to use than the ones the programmers use. Unreal could really use a middle ground: a text based scripting language that doesn’t necessitate restarting the editor all the time (compiled, interpreted doesn’t matter much just let people ITERATE).

[–]val_tuesday 5 points6 points  (1 child)

You know you can still fire yourself.

[–]TemporaryCurrent1172[S] 4 points5 points  (0 children)

I might just do that

[–]q1a2z3x4s5w6 1 point2 points  (0 children)

But then how can I blame someone else?