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[Change] - Change Language to be Blueprints? #41
Comments
These are the handles the plugin uses:
As you can see, only one of those is blueprints. I do understand that for you, a dev, it is mostly blueprints, but think for example about level designer. These don't have to touch blueprints at all. It could probably be a bit more dynamic -> Show |
The way I looked at it was that as for programming as a language itself would be as " blueprints " while the rest would more or less fall under the IDE for specifically Wakatime that would be " editors ". " It could probably be a bit more dynamic -> Show UEBlueprints when the BlueprintCompiledHandle fires, but keep Unreal Engine for the rest. " - Yeah I would agree with that personally, I'd say that would make it better, I haven't fully gotten into what and how can be tracked, but as I understand currently no matter what it is tracking it adds the same value for both the Editor and the language at least that is what it seems like. Editors
Language
Though would be interesting when blueprints are used for Blender like modules, where in theory there is no code being used. |
Describiton
Currently the reported data suggests that the language used is unreal Engine I think this could be changed so that it instead reports it as " Blueprints " as that is what it is mostly tracking.
To keep in mind that any c++ is usually tracked by the IDEs WakaTime plugin seperatly.
Solution
Change the following Line here
WakaTimeForUE/Source/WakaTimeForUE/Private/WakaTimeForUE.cpp
Line 428 in 57abb0c
Possibly Into ` UEBlueprints
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