Unreal Engine: Can it be done primarily with C++/scripting instead of Blueprints? -


i'm considering options game engine. did twin stick shooter tutorial. frustrated me most of programming done in blueprints, ugly (being subjective here, not long) graphical programming. whole logic of game done boxes... , find horrible! run away qt designer , design guis pure coding , layouts.

going being objective, problem there "twin stick shooter" very, simple game. yet, diagrams complicated , big @ end. don't find maintainable without issues, such tracking changes on time using git or other versioning tool. unlike c++, maintaining large code old problem solved in many ways, , versioning systems play well.

my question is: can same game in tutorial (or game in general) done logic deployed in c++ (or maybe less 5% blueprints), instead of deploying in blueprints diagrams (like twin stick shooter)? given i'm not expert in unreal engine, think there's answer question expert, can explain can , can't done purely in c++, , why or bad that.

basing on experience ue4 i'll answer: yes.

primary blueprints nodes , objects made c++ , accessible through c++ engine api. in fact c++ versions of bp nodes more complex use (i.e. have more possible parameters).

i've found important aspect of game networking, ui, game logic , level transitions done in c++.

(...) , why or bad that.

ue4 creators blueprint system developed artists , non-developers use engine. blueprints system helpfull in game logic prototyping.

thanks blueprints elasticity , creation time lot of developers (including myself) decide use mixed approach, when create low level, complex or expensive code in c++ , expose it's api blueprint system. helps separate core code high level functions subject of numerous changes , adjustments (benefit: bp easier debug , it's compilation time faster).

one difficulty found mixing bp , c++ issue using bp classes in c++ code discussed more detailed here.

i don't find maintainable without issues, such tracking changes on time using git or other versioning tool.

ue4 has blueprint merge tool i've never used it.


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