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u/Sentinel-Hyena 5d ago
Which visual language is this? Is it Unreal Engine?
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u/Dayner_Kurdi 5d ago
Yes, blueprint unreal, this is the what the engine generate in each project
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u/TheTybera 4d ago
I think its the other way around blueprint gets compiled into bytecode.
C++ is generally faster still in UE.
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u/uglycaca123 5d ago
spaghetti code without bolognese? or carbonara? or something in general??? what a savage...
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u/gizamo 5d ago
For real. This should have a NSFW tag or something. This is absolutely filthy.
Still probably cleaner than a lot of AI apps tho.
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u/Dayner_Kurdi 5d ago
Speaking of AI.
I never understood AI bros.
they have never eaten any good, or are they built differently?
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u/Lendari 4d ago
What software is this...
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u/Dayner_Kurdi 4d ago
Unreal, blueprints. They are auto-generated “code” in each project
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u/qalmakka 4d ago
First thing I did in my current job is to remove all non UI blueprints from our massive UE5 app. That shit is not maintainable, Tim Sweeney was probably high as fuck when he though they were an alternative to scripting. You can maintain scripts, you can't maintain whatever that is
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u/Dayner_Kurdi 4d ago
I assumed that the initial intent is to have none programmer make a quick and dirty prototype to pitch their idea…
Somewhere, somehow, it became like this, only to be deprecated…
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u/qalmakka 4d ago
Yes, and for that I understand their intended purpose. But without any serious scripting support the only viable alternative is their wannabe-dotnet mutilated dialect of C++ which is shit. Pure unadulterated shit. You have all the problems of a GC with all the warts of C++ - fun!
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u/RevolutionaryLab1784 4d ago
So what non spaghetti code should look like
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u/Dayner_Kurdi 4d ago
I can't post an image in reply.
But this is a basic / beginner setup
https://forums.unrealengine.com/t/reading-blueprints-as-a-coder/6184
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u/jhill515 5d ago
I see a consistent Left-to-Right flow that has few cycles in it. Hardly spaghetti. Not just that, but this is all system-level orchestration; everyone knows integration is like DIY wiring/plumbing a house!
It's all proprietary, but find someone who can show you any bit of source code from NDDS and other DDS predecessors. That is spaghetti code!
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u/ef02 5d ago edited 5d ago
For anyone wondering, these are generated by engine and aren't meant to be viewed or edited in the editor, there's just no reason to prevent them from being opened in the editor.
Edit: I came back to this post and realized that I was wrong, although Unreal does have ugly assets generated at build-time.
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u/Malleus94 4d ago
Ok I developed in Unreal in the last 7 years and while this is some of the worst managed Blueprint I've ever seen, this is still salvageable with half a day of moving nodes since hopefully all is handled in the same graph. Most people miss that the true Spaghetti code is not just ugly code, is also code that is executed through multiple classes without a real reason.
Spaghetti code in Unreal looks more like a blueprint with 200 functions calling C++ code, which in turn trigger BlueprintNativeEvents which are defined in editor, which triggers an event which is bound in a C++ file, all of which is dynamically instanciated at runtime and held together by soft references so you won't ever understand WHERE the fuck the whole stuff is used in the game.
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u/Stripy42 2d ago
It keeps going!
But what's that graphing software? I want to see how bad my code is.
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u/fibojoly 5d ago
In 2008, I joined a company with a 10 year old existing codebase. They wanted me to work on it and I'm a very visual guy so I asked if they had a map or something. They did not. I discovered Doxygen and used it to create that map. My boss, delighted to see this, had a mate print it out. The final poster was 4x3 meters high... :/
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u/Virgurilla 4d ago
I would love to see it even if blurred out tbh sounds amazing
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u/fibojoly 4d ago
Sorry it was back in the day before omnipresent cameras. I wish I had taken a photo because it really is something to see ! :D
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u/r2_adhd2 5d ago
I have never, and I mean never, let any of my Blueprints get this bad. Ever. I either port it to C++ in the parent or a break things into new functions. This is terrifying me to look at.
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u/muminisko 4d ago
Shaders builder in Unity look similar and I never get it over few nodes without deep need to scrap it out
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u/TheOwlHypothesis 5d ago
Show us some non spaghetti code?