Reply To: Some questions from former Unreal Blueprints user

FlowCanvas Forums Support Some questions from former Unreal Blueprints user Reply To: Some questions from former Unreal Blueprints user

#288
pawels
Participant

The node works nicely, although it only sets the variables, the ability to get them would also be very helpful 🙂 (I can set the operation type to Add and the input value to 0 to get the variable value as output, but it works only with numeric types. I can’t find a way to get variables of other types.) Also I think these nodes should work with Lists.

As for functions, I think the main difference would be creating “member functions” that work in context of a particular object where they are defined, and can use its blackboard variables directly, and these “member functions” should be callable from other objects. But now when I think of it, I understand that it’s hard to implement such a feature in Unity, where all GameObjects belong to the same class, and you can’t tell in advance what is defined in an object’s FlowScript. And generally it’s not a big deal for me, I guess I can just create macros with all the needed variables connected to them as inputs. I asked this question in the first place because I got used to working with functions in Unreal, where the game objects belong to different classes. So it seems I will have to accept a “paradigm shift” when working in Unity.