Hi all! I'm new to the whole game development process and I was just wondering if I should still learn how to code even with this new blueprint scripting process in UE4. What kind of things can coding still do for me that the new blueprints in UE4 can't? Any help appreciated.
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Coding is better at creating complex interactions and behaviours, or heavy math.
Blueprints is best at editing current behaviours and configuring stuff.
What i normally do, is code the complex parts in C++, and then assemble them in blueprints.UDK and UE4 programmer and Unreal engine 4 betatester. Currently working on commercial VR games for PSVR.
Deep knowlegde of C++ and blueprints. Open to freelance work.
Games released, Deathwave(Steam), VRMultigames(Steam), DWVR(Steam,Oculus,PSVR):
http://store.steampowered.com/app/463870
http://store.steampowered.com/app/500360
http://store.steampowered.com/app/520750
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Originally posted by vblanco View PostCoding is better at creating complex interactions and behaviours, or heavy math.
Blueprints is best at editing current behaviours and configuring stuff.
What i normally do, is code the complex parts in C++, and then assemble them in blueprints.
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Originally posted by Boagz View PostThank you for your response. Would you be able to give a quick example of what kind of game behavior you would have to do complex coding for? That blue printing is not able to handle by itself.UDK and UE4 programmer and Unreal engine 4 betatester. Currently working on commercial VR games for PSVR.
Deep knowlegde of C++ and blueprints. Open to freelance work.
Games released, Deathwave(Steam), VRMultigames(Steam), DWVR(Steam,Oculus,PSVR):
http://store.steampowered.com/app/463870
http://store.steampowered.com/app/500360
http://store.steampowered.com/app/520750
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Hi Mark,
Blueprints don't actually compile down to C++. Their parent class may be C++ (or another blueprint), but they actually build a new UClass in memory, with a UFunction containing bytecode for each graph in your blueprint, and a UProperty per member variable you declare. There is a text-based backend that you can enable (used mainly to debug the compiler when extending it), but it's a long sight away from text you'd want to paste into your C++ class (CompileDisplaysTextBackend in BaseEngine.ini if you're curious, but it's not pretty...).
However, going the other way is very easy. If you want to expose new functions or variables from C++ to blueprints, you just add BlueprintCallable to the UFUNCTION() declaration, or BlueprintReadWrite to the UPROPERTY() declaration.
Cheers,
Michael Noland
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Originally posted by Michael Noland View PostHi Mark,
Blueprints don't actually compile down to C++. Their parent class may be C++ (or another blueprint), but they actually build a new UClass in memory, with a UFunction containing bytecode for each graph in your blueprint, and a UProperty per member variable you declare. There is a text-based backend that you can enable (used mainly to debug the compiler when extending it), but it's a long sight away from text you'd want to paste into your C++ class (CompileDisplaysTextBackend in BaseEngine.ini if you're curious, but it's not pretty...).
However, going the other way is very easy. If you want to expose new functions or variables from C++ to blueprints, you just add BlueprintCallable to the UFUNCTION() declaration, or BlueprintReadWrite to the UPROPERTY() declaration.
Cheers,
Michael Noland
kind regards, mark-p.
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Originally posted by vblanco View PostFor example, ive coded some AI, giving access to some events like "SeeEnemy" or "Hear Noise", wich i calculate and call from C++ ( i run a check every 0.1 seconds to check if the AI can see someone). And then, i have some functions like "AttackTarget", or "WanderAround", wich i call when i want the AI to do that, also functions like "meleeattack".
Programming a game now sounds me simpler - I have the impression that we hitch it very much.
Many thanks.Give me something to believe in.
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Originally posted by Michael Noland View PostHi Mark,
Blueprints don't actually compile down to C++. Their parent class may be C++ (or another blueprint), but they actually build a new UClass in memory, with a UFunction containing bytecode for each graph in your blueprint, and a UProperty per member variable you declare. There is a text-based backend that you can enable (used mainly to debug the compiler when extending it), but it's a long sight away from text you'd want to paste into your C++ class (CompileDisplaysTextBackend in BaseEngine.ini if you're curious, but it's not pretty...).
However, going the other way is very easy. If you want to expose new functions or variables from C++ to blueprints, you just add BlueprintCallable to the UFUNCTION() declaration, or BlueprintReadWrite to the UPROPERTY() declaration.
Cheers,
Michael Noland
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