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i like manipulating bits because it makes me feel like a real programmer. i'm not some java monkey playing with interfaces! i'm a real dev!
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# ¿ Feb 22, 2024 20:00 |
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# ¿ May 5, 2024 19:35 |
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It's probably in a scriptable object. I believe uTinyRipper can read them: https://github.com/mafaca/UtinyRipper
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# ¿ Feb 29, 2024 07:47 |
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What's the game?
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# ¿ Feb 29, 2024 18:02 |
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Any chance of just running the game in a debugger, hooking a point in the code that uses the database, and using the methods you've seen to query the data from it? I think dnSpy can do this.
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# ¿ Mar 1, 2024 03:16 |
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You can also use something like MelonLoader to inject a DLL you've written: https://github.com/LavaGang/MelonLoader Then you can use reflection to look up the classes you want to inspect.
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# ¿ Mar 1, 2024 07:12 |
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Then I'd go the mod loader route. Use MelonLoader, BepInEx or something else of the sort and just build a DLL that prints out the relevant data when loaded. Or even just calls System.Diagnostics.Debugger.Launch() which will prompt you to attach a VS debugger.
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# ¿ Mar 6, 2024 01:09 |
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Raenir Salazar posted:I don't want the lines crossing (which they by necessity do in the screenshot) Just swap the positions of the Hand on Something and Uninit nodes and they won't cross. No special features needed.
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# ¿ Apr 9, 2024 18:07 |
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Raenir Salazar posted:The first thing to consider is that aesthetics and making the resulting "look" of the graph pleasing by being neat and orderly matters to me; but the more substantive answer is that a messy Blueprint is hard to understand, debug, maintain, and fix any resulting issues. First, swapping the places as I suggested is much more visually appealing than the way you have it. Second, it's blueprints. It's going to look like poo poo and be hard to debug. If your task is so complicated that you can't make it look aesthetically pleasing and that's important to you, I'd suggest that's a sign you should be doing your work in C++. Blueprints are for glue code, not main systems (despite how often they're used for main systems...)
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# ¿ Apr 11, 2024 16:38 |
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If Unreal had even a fraction of the documentation Unity does, hell even a fraction of the documentation Unity had a decade ago, I think Unity would be toast. It pretty much expects that you're working somewhere where there's people more experienced than you who can show you the right way to do things. My previous job was a Unity shop that transitioned over to Unreal (a bad business move but I did not complain about free training). I feel bad for the former Epic employee on our team who had to look at reviews and tell me over and over that I really shouldn't be using the C++ STL classes instead of TUniquePtr, TFunction, TArray, etc.
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# ¿ Apr 11, 2024 18:57 |
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Raenir Salazar posted:I'm not quite sure what you mean, do you mean in the follow up image with the Create Events? Or the original image presenting the problem? If the original image, its just an example and there's going inevitably to be situations where swapping as I explained isn't practical without infringing on some other organizing principle or ultimately having some wire cross somewhere as BPs get more complex. In the follow up image its just a quick example to show the follow up, and isn't reflective of how I'd organizing it with that solution in mind, but even so perhaps there's a difference in subjective opinion regarding aesthetic tastes, in any case in either as-is situations the latter is preferable to me than the former, maybe you disagree but this is subjective and I don't think very productive to argue. Respectfully, I think your whole mindset here is holding back your project.
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# ¿ Apr 12, 2024 17:33 |
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I just don't think it's a good frame of mind to make structural decisions about your project based on fairly minor aesthetic concerns.
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# ¿ Apr 12, 2024 18:33 |
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Specifically, I don't think wires crossing wires is blueprint code smell, as long as you can still trace the connections. Adding nodes to your wires helps a lot with this. One important thing to learn is that a beautiful blueprint isn't necessarily more maintainable than an ugly one. Getting caught up in keeping everything aligned, making all the wires straight, is a fun bit of yak shaving but not necessarily productive. The important thing is that, like code, it's readable. A beautiful blueprint that takes me twenty minutes to decipher is not better than a straightforward ugly one.
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# ¿ Apr 12, 2024 23:34 |
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Chillmatic posted:Completely agree, except to say that all of this applies to typed code as well. Like man I have known some engineers who will kill themselves to create beautifully indented code with comment sections that border on ASCII art, and inevitably their poo poo is still really difficult to reason about. When I say "messy", I mean less about aesthetics and more about programming smells in general. Absolutely. I think for code the war is slowly being won on that front - I've never worked at a place where that's been allowed by the style guide. But even though I hate it in code, when I look over at a blueprint some obsessive part of my brain takes over and wants it to look neat and tidy.
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# ¿ Apr 13, 2024 00:33 |
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amyotrophic lateral sclerosis-4?
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# ¿ Apr 24, 2024 18:47 |
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I went to game dev college cause i'm an idiot and one professor would always give the advice that if you want a comfortable life as a game developer - marry well.
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# ¿ Apr 26, 2024 20:52 |
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# ¿ May 5, 2024 19:35 |
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there's probably a correlation between being the type of guy who calls himself Lord British and having the game to pull someone wealthier than you. might be worth a try
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# ¿ Apr 26, 2024 22:01 |