Known Issues - Hesterry/LSC GitHub Wiki

This is a list of issues that are unlikely to be fixed or changed, either for design reasons, or simply because it isn't feasible to do in Unreal Engine.

  • Resizeable windows. It's not that this is impossible, and I'll give it a go eventually, but Unreal Engine doesn't handle this kind of thing well. Without extensive reworking to the fundamental design of the app, it wouldn't resize/scale the windows as you'd expect, and it would cause a lot of visual artifacts and overlapping.

  • Windows that aren't at the top of the z-order (windows behind other windows) can be interacted with. This likely won't be fixed, as it could interfere with multi-tasking.

  • Material lists currently don’t account for critical crafts. IE, if an item uses iron ingots, it won’t adjust the ore required based on the chance for critically processing ore into ingots. This may happen eventually, but it will take some work to implement in a not-completely confusing way.

  • When a popup window (like search filters) appears, if the window is too close to the edge of the screen, it will snap to the left. Unfortunately this appears to be how Unreal Engine handles these type of windows, so it won't be an easy fix. I'll look into alternatives, though.

  • No new item tool or configurator for editing recipes and other values in-app. I'm on the fence about this, as such a tool would be very useful, but it could lull a user into accidentally breaking the database. I'll probably add something like this eventually, but it will require extensive work to make even moderately safe to use.

  • Flours and doughs don't have materials, and so aren't automatically broken down into components when looking at scratch materials. This could be changed without too much difficulty, but I chose not to for the time being. Personally, I find it much more useful to see "X Cereal" and "X Dough" rather than a combined total cereals. Eventually, I'll probably make this a setting.

  • Right-clicking the background to bring up the menu. This just doesn't want to work. So far, every time I try to implement this, it breaks everything else.

  • Clicking within the search box when another window is in the forefront doesn't bring the search tool to the front. Unfortunately, Unreal just doesn't recognize this as being a click within the window, so this probably can't be fixed.