I'm picking up postprocessing effects and their buffers have turned out to be one of the most asinine things I've seen in UE from a stylistic perspective. "We'll just give this a custom depth buffer of 2 because this is where we have our outline effect" or "Let's set the custom stencil buffer to 3 because this is where we have our desaturated effect". If we pretend this was in a code review for first-party code, I would reject any PR I saw that desaturated objects with object.Foo = 3. How is anyone supposed to know what that means without having either A) wrote the desaturation or B) asked someone who did??? At a minimum I would expect the word "desaturate" or a layer name there in first-party code.
I don't have strong feelings on the exact way to address this since I don't have much domain experience with postprocessing yet, but it seems like there are plenty of ways this legibility could be improved via a style guide. E.g. "Map the custom buffers to an enum so people can figure out what they do, and use the enum when setting the buffer via C++/blueprint". That doesn't help in the case of setting the property value in instances at edit time in the level, but there are potential improvements that could be made there as well.
I'm picking up postprocessing effects and their buffers have turned out to be one of the most asinine things I've seen in UE from a stylistic perspective. "We'll just give this a custom depth buffer of 2 because this is where we have our outline effect" or "Let's set the custom stencil buffer to 3 because this is where we have our desaturated effect". If we pretend this was in a code review for first-party code, I would reject any PR I saw that desaturated objects with
object.Foo = 3
. How is anyone supposed to know what that means without having either A) wrote the desaturation or B) asked someone who did??? At a minimum I would expect the word "desaturate" or a layer name there in first-party code.I don't have strong feelings on the exact way to address this since I don't have much domain experience with postprocessing yet, but it seems like there are plenty of ways this legibility could be improved via a style guide. E.g. "Map the custom buffers to an enum so people can figure out what they do, and use the enum when setting the buffer via C++/blueprint". That doesn't help in the case of setting the property value in instances at edit time in the level, but there are potential improvements that could be made there as well.