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by xedarius
4444 days ago
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I developed two titles with the Unreal Engine and whilst initially UnrealScript seems like an advantage it very very quickly becomes problematic. My favorite being the dependency of the C++ code on the script and the script on the C++, so if you're not careful you can end up being completely unable to do a build. As much effort as they put into the IDE it would always play second fiddle to Visual Studio. When I left there was no way to remote debug unreal script on the target device (this may not be the case now). I know that all of the guys I worked with in the studio would welcome pure C++ approach. The only real losers here are mod makers who will have a higher entrance bar. |
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They didn't really drop the highlevel language, they just dropped the idea of a highlevel general purpose language, favouring a strict DSL.
There's still a bit of interop, but you have to be very explicit about it. In C++ you use macro's to tell the compiler what's accessible to blueprint, and to access blueprint from C++ you have to make weird queries that are very obviously highly dynamic and ill-performant.
So cool stuff all around :)