Announcement

Collapse
No announcement yet.

Can Blueprint do everything C++ can do ?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    Can Blueprint do everything C++ can do ?

    Can Blueprint do everything C++ can do ? I mean in creating a complete game.

    #2
    It depends. That's the most accurate response that you can get. BP can do a lot, but C++ can do a lot more.

    Comment


      #3
      No, but Blueprints do have enough power and versatility to make games however there is a sacrifice.

      Make a game with 100% Blueprints - Fast development and easy debugging, the game will be done quickly however with a performance decrease (I personally have not noticed it).

      C++ is the opposite, debugging is a bit harder and you need to know all of Unreals API but the performance is godlike.

      Comment


        #4
        clearly (and sadly) no : but each time they can, epic members do their best to change this no to a not yet and this not yet to a yes. so this "no" reduces each new update ^^

        And even with this no, you can create complete amazing games without c++, if it was not possible, not a so large amount of people would use it so much.

        Comment


          #5
          Many thanks friends for all replies, I tried to learn C++ from youtube channel but I could not understand many things.

          Comment


            #6
            For the most part you can, but there are a few cases where using C++ is required (so far). The only one I can think of off the top of my head is using Object Libraries these store metadata about assets that can be searched and called. They are essential in things that need to find all classes matching a certain criteria, and hence are needed for things like Inventory lists and Map lists (if you need to have the list update dynamically without having to edit some master list of possible maps or inventory items every time a developer adds one).

            So if you want your game to have any sort of user-made content, you'll need C++ (for now).
            DO contact me with questions about Blueprint or other Unreal features! I don't bite! Or charge money! Just press that blue Skype button and fire away.

            Project Culverin - Open Ended First Person Shooter

            Comment


              #7
              Maybe if/when the Lua plugin happens, officially, that will make life easier(than C++).

              Comment


                #8
                As I understand it the Lua bindings (Or any other language on that plugin architecture) are made from the blueprint bindings anyway. So Lua should basically just be blueprints in text form.

                Comment


                  #9
                  Blueprints is visual c++ exposed so over time it can be made to do the same things as direct c++ based on feature request.

                  My opinion on performance depends on the game you want to make. If your going for the next great AAA title your going to have performance issues but on the other hand if you want to do the next Tappy Chicken I don't see performance being an issue at all.

                  But

                  The cool thing about blueprints is both the coder and content creator can now work together to get through the iteration process by allowing the content creator to visualize just how their works should behave in real time.

                  Better still.

                  You can copy and paste an entire Blueprint into a text editor and the coder can extract the base code functions with out having to write from scratch.
                  Clarke's third law: Any sufficiently advanced technology is indistinguishable from magic.
                  Custom Map Maker Discord
                  https://discord.gg/t48GHkA
                  Urban Terror https://www.urbanterror.info/home/

                  Comment


                    #10
                    Originally posted by FrankieV View Post

                    You can copy and paste an entire Blueprint into a text editor and the coder can extract the base code functions with out having to write from scratch.
                    I'm not so sure about that. I just opened a blueprint uasset in notepad and while much of it was human-readable, I wouldn't say it was anywhere approaching a format from which code could be extracted. Unless you meant a different method?Comic Sans for stupidity, see edit for a better post.

                    So far I've come across only one situation in my developments so far that has required C++. I had to load a file from an external source and parse the file into separate arrays. Originally I planned to use an unordered map or dictionary to keep the parsed text, but BP arrays are flexible enough that I could fake a dictionary with two arrays. Now I just need to figure out a way to do a two-dimensional array facsimile. If not, I'm gonna have to learn how to extend the C++ implementation of the BP array and it was nightmarish enough making that custom dictionary parse node.

                    EDIT: I stay my tongue, he means to literally ctrl+C, ctrl+V the blueprint into notepad. This I can see being quite useful and possibly could have a parser written for it to generate c++ code. I might have to take a whack at such an operation after our current projects finish up (i.e. months so don't hold your breath).
                    Last edited by Jared Therriault; 08-21-2014, 10:41 AM.
                    iTween For UE4
                    Procedural pathed animation for actors, components & UMG - $0
                    Runtime DataTable
                    DataTables dynamically loaded from text or Google Sheets while your game is running!
                    easyCSV
                    Fast, cheap, and accurate CSV parsing at runtime!

                    Comment


                      #11
                      Yes, you can make a full game. Blueprints are a full scripting lenguage. C++ is only if need weird things or very high framerates in mobiles and consoles. All games in unreal 3, multiconsole tripe A did using unreal script and blueprint have the similar performance impact.
                      Last edited by WillySalvaje; 08-21-2014, 12:54 PM.

                      Comment


                        #12
                        Yeah I would say thay it is very much possible to make a working game with blueprints. And it would work great, there is a little performance issue (I haven't noticed it yet), but as long as you find everything you need in the engine from default and don't have to much number crunching in there you should be fine.

                        C++ is very daunting at first, but when I did learn it some years ago it was just a case of buying a good book and read it while doing all the examples in there!

                        C++ is great when you want to do something really low level and add stuff that isn't present in the blueprints yet. I like to mix them as I think they have some different things they are good at. So it's great to have them both. When the Skookum script comes to UE4 I think it will open another nice way to do many things, if it is fast enough!

                        Comment


                          #13
                          All games in unreal 3, multiconsole tripe A did using unreal script and blueprint have the similar performance impact.

                          If you are programer and wanna lost time ok use c++, but if you wanna break records and save headcahes imo is better blueprints.(ok, i am and little blueprint fanboy).

                          Comment


                            #14
                            Originally posted by erWilly View Post
                            If you are programer and wanna lost time ok use c++, but if you wanna break records and save headcahes imo is better blueprints.
                            Ah, well, while I agree with that general sentiment, blueprints can certainly cause some headaches too.

                            But in essence, to the OP, it's not a bad idea to focus primarily on blueprints, but be prepared to implement some things in C++ to cover cases where 1) the functionality you need simply isn't exposed to BPs, or 2) you're doing a lot of heavy lifting on every tick for a lot of objects.

                            Comment


                              #15
                              Originally posted by erWilly View Post
                              All games in unreal 3, multiconsole tripe A did using unreal script and blueprint have the similar performance impact.

                              If you are programer and wanna lost time ok use c++, but if you wanna break records and save headcahes imo is better blueprints.(ok, i am and little blueprint fanboy).
                              I don't want to be the one arguing with you, but I'm pretty sure many of the AAA titles were actual licensees of Unreal Engine 3 and had access to the source code for it. So I don't think they only used the UScript. I do love UScript as I did work with it for quite some time. But it sure had some serious issues.

                              Blueprints are fast for sure, but I think they get hard to read after a while and that's when code is always good to work with. I think a mix of the both is the best solution!

                              Comment

                              Working...
                              X