I spent some of this week making an I/O system for level scripting in Unreal for @sleightofhand.game! I have long had thoughts on why these kick ass. Here's an unusually long blog post on: -why these kick ass -why they are necessary -how mine works -etc etc www.joewintergreen.com/i-o-systems-...
Post
this is fully a plugin so it can be project-agnostic, cpp'd a few things that were bp before (mostly still BP) etc. swapped it over at work so that i am not maintaining two versions. the debug stuff is fun to look at. @radiatoryang.bsky.social made duck hunt using buttons, movers and timers
Also various options for quick selection etc - Select By Name, Select Related, Duplicate Unique (meaning clone the whole setup with unique names so the relationships are also cloned), Name Unique (rename anything that shares a name), draw debug lines for all actors or just the selection, etc etc
0 reposts2 likes
if you do enter your targetnames and function names manually, but switch back to "locked" mode the text goes orange to indicate "this might be bad" since it's an "invalid" output basically; it won't be valid til later. really you would just leave it on the other mode. in Source these always show red