EpicSkookumScript / EpicSkookumScript/SkookumScript-Plugin

Blueprint special variable names and conversion to "_" in Skokum.

Abierto
#18 0 comentarios 0 reacciones 0 asignados Ver en GitHub
bug enhancement
Lenguaje dominante
C++
Estrellas
138
Forks
22
Métricas de merge de PR
Sin PR fusionados en 30 d

Descripción

**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.

Guía de contribución

Abrir la guía de contribución

Línea de trabajo

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.

Escrito por el modelo de indexación a partir del texto del issue.

Evaluación

Stack tecnológico
cpp, unreal-engine
Área
compilers, game-dev
Tipo de issue
Error
Dificultad
3/5
Tiempo estimado
1-2 días
Estado de actividad
Estancado
Claridad
Bastante claro
Aptitud para principiantes
38/100

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