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[Change] - Change Language to be Blueprints? #41

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VerzatileDev opened this issue Jun 8, 2024 · 2 comments · Fixed by #42
Closed

[Change] - Change Language to be Blueprints? #41

VerzatileDev opened this issue Jun 8, 2024 · 2 comments · Fixed by #42

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@VerzatileDev
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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

Command += "--language \"Unreal Engine\" ";

Possibly Into ` UEBlueprints

@TheAshenWolf
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These are the handles the plugin uses:

FDelegateHandle NewActorsDroppedHandle;
FDelegateHandle DeleteActorsEndHandle;
FDelegateHandle DuplicateActorsEndHandle;
FDelegateHandle AddLevelToWorldHandle;
FDelegateHandle PostSaveWorldHandle;
FDelegateHandle GPostPieStartedHandle;
FDelegateHandle GPrePieEndedHandle;
FDelegateHandle BlueprintCompiledHandle;

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 UEBlueprints when the BlueprintCompiledHandle fires, but keep Unreal Engine for the rest.

@VerzatileDev
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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

  • Working with the engine itself, level design, lighting, settings, etc.

Language

  • Codebase blurprints. (Event graphs,.. )

Though would be interesting when blueprints are used for Blender like modules, where in theory there is no code being used.

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2 participants