Interesting read especially the part about being able to flip the procedural base type without breaking everything in the graph that kind of solves a long-standing Blueprint pain point. In what ways do you think this could change how people prototype complex logic visually?
DevLog 2025801: Procedural Context Type
1 Comment
Methodox
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@[Muzzamil Abbas] The main "paradigm" shift here is Divooka is interpreted while Unreal is compiled, that's why they require explicit type definitions.
I think a bigger limitation is how it's hard to just "search and replace" things in visual programming languages - for in a traditional text based programming language, change base type is a matter of changing the name of the class as long as the interface is compatible.
From practical usage perspective, by allowing a simple switch, people can worry less about planning ahead and can do refactoring latter when convenient.
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