so interesting, as a mostly C++ dev, UE's C++ style feels absolutely awful aha. Of course it mostly has to be like this because c++ used to not have reflection at all but I think that nowadays one could use similar principles as the ones I've tried to develop for audio / media objects in https://github.com/celtera/avendish to implement game objects / UObject in a much cleaner way and with better compile times.
Add a couple custom attributes implemented as a clang plug-in like e.g.
[[ue::name("Player HP")]]
int hp{};
which can be done in a couple afternoons by an intern and things would look sooo muuuch better.
Add a couple custom attributes implemented as a clang plug-in like e.g.
which can be done in a couple afternoons by an intern and things would look sooo muuuch better.