EpicSkookumScript / EpicSkookumScript/SkookumScript-Plugin
Blueprint special variable names and conversion to "_" in Skokum.
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Beschreibung
**Issue by [Andy2244](https://github.com/Andy2244)**
_Friday Nov 15, 2019 at 15:49 GMT_
_Originally opened as https://github.com/SkookumScript/SkookumScript-Plugin/issues/18_
----
**UE4 Version**
Binary 4.23.1
**SkookumScript Version**
4.23.1-9631420
**Describe the bug**
I noticed that some packages from the asset-store frequently use special characters in there BP variable names, which all get converted to "_" or are ignored completely.
```
Rotation >
Rotation <
* Forward
- Forward
+ Forward
```
results in sk
```
Real rotation_ : 0.0
Real rotation_ : 0.0
Boolean forward? : false
Boolean forward? : false
Boolean forward? : false
```
than we get this error:
```
A variable with the name 'rotation_' has already been created and is available in this scope and duplicate/shadowed variable names are not allowed.
Choose a different parameter name.
```
**Expected behavior**
While i can work around this in my own code, its quite hard/time consuming to fix those errors for asset-store stuff.
So maybe its a better idea to convert special characters to some ascii/hex representation?
Something like:
ascii
```
Real rotation_62 : 0.0
Real rotation_60 : 0.0
```
or Hex
```
Real rotation076 : 0.0
Real rotation074 : 0.0
```
This way each special character gets encoded to a compatible variable name, without creating duplicates.
Beitragsleitfaden
Rechercherichtung
Locate the Blueprint variable-name conversion in the UE4 plugin source and reproduce the collision with names such as Rotation >, Rotation <, and * Forward. Done means special characters produce distinct valid SkookumScript names without duplicate-variable errors for asset-store Blueprints.
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Bewertung
- Tech-Stack
- cpp, unreal-engine
- Bereich
- compilers, game-dev
- Issue-Typ
- Bug
- Schwierigkeit
- 3/5
- Geschätzter Aufwand
- 1-2 Tage
- Aktivitätsstatus
- Veraltet
- Klarheit
- Größtenteils klar
- Anfängerfreundlichkeit
- 38/100