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-...
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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
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
and another one: if you don't have anything io-able selected it shows you a list of all possible io-able things in your project, click 'em to spawn 'em.
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naturally @radiatoryang.bsky.social wanted to make a fully functional elevator with call buttons on each floor and a button for each floor inside the lift. i had to make a couple changes but can now confirm this is trivially doable with joeio
released it, yolo bsky.app/profile/joew...
I have released my level scripting i/o system, it's called JoeIO and it works great for me and at work but it's early so be gentle and just holler if you come across any weirdness. An explanatory video is below www.joewintergreen.com/joeio-a-leve...