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by keyle
1520 days ago
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Having used Unreal for years in the past (UE4 only), I agree with you that C# would definitely win over the C++/Blueprint combo. Over the years, especially since blueprints compile down to C++, I've learnt to let go and embrace a lot more this visual programming approach. And it does have its benefits. With a strict approach, just as you would in programming paradigm, the readability and 'visual scanning' of opening old code in blueprints really stands out. You instantly feel where everything is, much faster than scrolling up and down code, navigating to/from methods. I've had experimented with Unity but I found at the time that UE4 was the way for me. At the time I was even working with some guys promoting UnrealJS or something, can't remember the name now, which was bringing JS to Unreal, but it sort of faded as it takes a monumental effort to bring another language to such platform. Ultimately, blueprints are fine, and I'm only using C++ for A* path finding or other heavy algo where math functions are the main focus. You can also make a library of C++ heavy math'ish things and expose them to blueprint. Overall It's pretty ok. One aspect that is not talked about much is the weight of it all. UE4 was huge. Recompiling the engine was a 3-4 hours business. When I switched to Godot for lighter games, the whole thing was rebuilt in 5-10 mins. |
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Blueprints do not compile down to c++, it’s a VM that runs in the engine.
The reason no one talks about compiling the engine is because most folk don’t do that. It’s like recompiling python.
Sure… if you really want to…