I knew I was making progress very quickly mixing C++ with the odd blueprint and a lot of . I fell in love with coroutines when I realised I could have my “tick code” in one spot instead of separated and smeared all over a class. Being able to fire events at any code layer and listen to them made short work of many little things I usually find a hassle. opened up my project so that I can pass the framework off to a designer and have them run with it without me needing to write/compile/test c++ code (I love c++, but sometimes it’s just kinda gnarly to look at and that loop can sometimes take forever before you even get to the testing phase).
After all that, I still found myself stopping PIE sessions to edit defaults so I could wander to some location to test something; just more time lost.
Then I remembered the workbench. I knew it was there. I’d seen it in the literature, the demo, the videos, etc but it was just so far removed from my standard workflow in UE that I hadn’t even thought to use it. Tried it for the first time last night, was able to fully test a subsystem in the project in no time flat. Was adding things, removing things, setting flags, teleporting around, etc. I wanted to make a post last night about how awesome it is to have this kind of tool, which just elevates the already great even further, but I was dead at my desk and had to get at least some sleep.
Anyway, just wanted to thank the guys at Agog again for all their hard work putting together. Hopefully soon I’ll have something to show off that doesn’t make eyes bleed to look at (unfortunately there’s no
_make_my_art that I could find in the libs).