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by archagon 4444 days ago
On the other hand, I feel that tools like Unity are successful precisely because they let you tinker with your game in a WYSIWYG kind of way. It's really liberating to be able to work inside such a tight feedback loop, and it's a little weird to see a modern game engine distancing itself from that approach.

(But maybe I'm missing something. What exactly is the role of the Unreal Editor in UE4? Is it mostly for things like graphics and sound?)

EDIT: OK, so apparently UE4 has something called Blueprints. I'm still not exactly sure what they are, but people in the thread are saying that they're superior to C# in Unity, and that they can even allow you to make a game without knowing how to program. So why is Tim Sweeney saying that C++ is replacing UnrealScript for gameplay code?

4 comments

There's actually an interesting demo of the blueprints feature in the toolset:

https://www.youtube.com/watch?v=9hwhH7upYFE#t=384

You can use the blueprints to create the game, you can also use the C++ to create the game.

You can also mix up the blueprints and C++.

At this point Unity only really has simplicity because of the lack of features, and well if people are too scared about C++.

> So why is Tim Sweeney saying that C++ is replacing UnrealScript for gameplay code?

Blueprints are a weird entity, not really code, but definitely similar.

I think the major difference is they are heavily event based and probably have severe performance restrictions placed on them, which is the major difference. If you want a real time-slice you need to do it in C++.

Can you make new Blueprint building blocks using Blueprint itself? Also it is still programming, just a visual kind of it.