EpicSkookumScript / EpicSkookumScript/SkookumScript-Plugin
Blueprint special variable names and conversion to "_" in Skokum.
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説明
**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.
コントリビューションガイド
調査の方向性
UE4 plugin のソースで Blueprint の変数名変換を特定し、Rotation >、Rotation <、* Forward などの名前で衝突を再現します。特殊文字によって有効で互いに異なる SkookumScript 名が生成され、asset-store の Blueprint で重複変数エラーが発生しなければ完了です。
索引モデルが issue の本文から書いたものです。
評価
- 技術スタック
- cpp, unreal-engine
- 領域
- compilers, game-dev
- issue の種類
- バグ
- 難易度
- 3/5
- 見積もり時間
- 1〜2日
- 活発さ
- 停滞
- 明瞭さ
- おおむね明確
- 初心者へのやさしさ
- 38/100