Replace delimiters with unicode shapes
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@@ -17,7 +17,7 @@ public:
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UPROPERTY(meta=(Description="Path to a graph node (function entry, function result, custom event, or tunnel)"))
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FString Node;
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UPROPERTY(meta=(Description="Comma-separated args, e.g. 'int x, float y'"))
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UPROPERTY(meta=(Description="Args e.g. 'int◦x│float◦y'"))
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FString Args;
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virtual FString GetDescription() const override
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@@ -22,10 +22,10 @@ public:
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"\n PATHS:"
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"\n"
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"\n Most commands require you to specify a path. A path starts"
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"\n with an asset name, followed by comma-separated steps that"
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"\n navigate into the asset. Example:"
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"\n with an asset name, followed by steps separated by │"
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"\n that navigate into the asset. Example:"
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"\n"
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"\n /Game/Widgets/WB_Hotkeys,graph:EventGraph,node:Self03,pin:Result"
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"\n /Game/Widgets/WB_Hotkeys│graph:EventGraph│node:Self03│pin:Result"
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"\n"
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"\n The navigation steps supported are:"
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"\n"
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@@ -38,30 +38,30 @@ public:
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"\n Steps do not always require a parameter. For example, materials"
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"\n only have one graph, so you can just say:"
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"\n"
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"\n /Game/Materials/MyMaterial,graph"
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"\n /Game/Materials/MyMaterial│graph"
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"\n"
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"\n TYPES:"
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"\n"
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"\n To change variable types, or function prototypes, you will"
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"\n use our syntax for types. Here are some simple examples:"
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"\n"
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"\n boolean, int64, double, string, etc"
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"\n vector, rotator, hitresult, etc"
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"\n actor, character, playercontroller, etc"
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"\n eblendmode, emovementmode, etc"
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"\n boolean, int64, double, string, etc."
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"\n vector, rotator, hitresult, etc."
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"\n actor, character, playercontroller, etc."
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"\n eblendmode, emovementmode, etc."
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"\n"
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"\n Notice that it's 'actor', not 'AActor'."
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"\n You can use the following notations for complex types:"
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"\n"
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"\n soft<abp_manny>, class<pawn>, softclass<pawn>"
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"\n array<int>, set<string>, map<int, string>"
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"\n Soft◂abp_manny▸, Class◂pawn▸, SoftClass◂pawn▸"
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"\n Array◂int▸, Set◂string▸, Map◂int◆string▸"
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"\n"
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"\n FUNCTION ARGUMENTS AND RETURN VALUES:"
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"\n"
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"\n Function argument lists are expressed as comma-separated"
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"\n lists containing type and variable name:"
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"\n Function argument lists are expressed as │-separated"
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"\n lists of type◦name pairs:"
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"\n"
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"\n double D, PlayerController P, array<int> A"
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"\n double◦D│PlayerController◦P│Array◂int▸◦A"
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"\n"
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"\n To change the arguments or return values of a function, edit the"
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"\n entry or exit node of the graph using GraphNode_SetArgs."
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@@ -70,6 +70,14 @@ public:
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"\n before you can set return values. Custom event nodes also have"
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"\n editable arguments."
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"\n"
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"\n ABOUT UNICODE AND WHITESPACE:"
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"\n"
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"\n We use unicode geometric shapes as delimiters in"
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"\n some places, such as in typenames, function arguments, and"
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"\n paths (see above). This is intentional, you really"
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"\n do have to use those delimiters. Do not put excess"
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"\n whitespace into paths or typenames."
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"\n"
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"\n MATERIAL EDITING:"
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"\n"
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"\n We do not expose material expressions directly. Instead, you"
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