Ok ergodox users: what do you do about F keys? I use them in Rider for breakpoints, stepping in/out, in other situations too.
Also how do you know which switches to choose? I've tried so many and kind of hated them all. Too clicky, or tiring, or not clear where activation is...
"just click the browse button and double-click the asset" I hear you say
but have you seen what it has done to my hands?
I see how GAS is powerful but oof my head
Do I split up attributes into multiple sets?
How many Ability System Components should I have across the project?
Do I still set up gameplay data in BPs, and then set Attribute values on launch, or is there a way to avoid duplicate code?
GameplayTag organization is also 🤯
Designer on day 1: this kind of sucks to use, what if we turned the data through 90 degrees so we had a struct of arrays instead of an array of structs
Ok so now this array has > 10 entries it's awful to manage. So I should make a custom editor property? So I can go back to using structs?
So every entry in this array needs to be a UObject? OK mark as Instanced. But now there's a dropdown to choose the parent class type, but I only ever want one class, can I hide that?
Lead programmer on ??? at Brace Yourself Games
• #UnrealEngine tutorial writer • DMs open for Unreal questions • he/they
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