Makes no sense… Just make it using BP + CPP.
You can, especially for PC/Android/VR (consoles require some parts to be in C++), unless your game is a competitive shooter or MMO or RTS with zillions of units.
Respect your opinion, but no.
I’m a +10-years C/C++ programmer. I don’t want to “draw” lots of screens of BP to code gameplay logic. At first I tought well… I use C++ for almost everything and problem solved.
But after testing compile times for every small change, UE framework API not integrated , then it’s simply not possible to face 90% of the game with C++. (Let me know if anything of this changed lately, but I think it didn’t)
One thing is certain - while some people here whine about C++ and Blueprints, other devs make and release their games using what engine offers out of the box :rolleyes:
mm… not a valid argument. We are not discussing if it’s possible or not. We are talking about the best tools for the work.
I love UE, and I’m still using BP now, but just as many others, I think the option to use code for main development would be better with a well integrated , fast compile time scripting language.
Still waiting if anything I said about C++ in Unreal changed lately, I would love to be proven wrong.
Big software houses with plenty of money and paying for exclusive premium support from Epic Games easily release their AAA games for sure. Small software houses, single indie developers have and hard time creating games without getting stuck on bugs that don’t get fixed and without being able to achieve the same quality as big software houses with their AAA games can do.
I call it BS, because I know quite a few solo devs and small (3 ppl) teams who shipped UE4 games.
Now that has nothing to do with Blueprints or C++ or engine.
UDN support is just occasional help when you’re stuck on something. 99% programmer (or anybody else) is on its own, solving his problems.
And if any issue got solved, it’s usually immediately mirrored to GitHub too.
Where small developers usually make a mistake is to “save money” on not hiring an engineer who assists team with a whole range of usual development/engine problems. Actually, there’s no more indie-platform than UE4: entire source code available + huge community + a lot of successful games shipped.
This rhetoric is getting ridiculous. The only thing stopping those “poor indie developers” is themselves. Figure out your scope and work within it instead of trying to emulate multi-million expenditures.
If there was anything I would want some kind of scripting system, it would be at runtime for user customization.
The only silly thing is the childish hatred against any scripting system and telling that all the issues reported by developers would be their own fault like they were paid to fix bugs on any engine.
If everything was so easy there wouldn’t be so many issues reported about lack of clear updated documentation and bugs. Because it’s just a big no… there are many bugs that just don’t get fixed over the years despite many complaining.
It’s Epic Games that should fix engine bugs and not developers, surely not small software houses or single indie developers that have no chance to waste time wandering thru millions of lines of source code. And that is something that few big software houses waste time on either despite some people here telling otherwise, it is just not how any business would operate, wasting time and money is something no business pays its employees to… software houses wasting resources sooner or later end up going bankrupt.
**Please don’t bring C# into unreal. Don’t repeat ‘UnrealScript’ with Skookum or **GDScript
Blueprint is sufficient for most needs (only that it should be at times assisted with c++). Even for small studios and indies nothing else is needed.
Lack of documentation in unreal’s c++ api can be overcome with good IDE which can read all headers of unreal source code
C++ as language is not that different from C# and is way better.
So please leave writing programing language to “the pros” (let them try to invent the wheel again!;))
Problem is, you can get used to work with blueprints. Yes. But when you look at a fairly complicated piece of gameplay logic in BP (even well done), and compare to a couple of lines of code , you realize it’s just not efficient, and that if you could code everything (programmer) you would defenivelty do it. But that’s imho.
On ther other hand, as I said with C++ compile times and current integration with UE Framework, even you can work with it, it’s far from the most productive way of coding in UE.
So is using an engine in spite of how much you hate it’s intended design, which is BP and C++ together. Please, tell me what them adding a scripting language is going to do beside have all the same bugs (likely more) and add yet another thing to support? Let’s not forgot they dropped UnrealScript to expand Kismet.
Most cases if something isn’t working, you work around it by trying something else. I am a solo dev that came from modding black box games, working around limitations was the entire process. Epic not having anything yet for bulk replication isn’t something I’m going to let block my entire project. In several cases I can just go and fix the issue myself with my limited programming knowledge. Other engines are not bug free either.
Very true! Unreal is the least bugged as of now!
This year many are fleeing from a big competitor of unreal engine because of countless bugs/ unfinished features!
It’s funny because scripting will not solve any of the problems mentioned above in this page.
I don’t think scripting should try to replace BPs or C++, should be just a complementary tool, just like Epic create new tools for specific needs such as the new data prep graphs.
Some people just want to avoid learning c++, it’s a mistake, scripting won’t help you there.
Some people want to avoid blueprints like the plague and do everything fully in code; it’s a mistake, if you completely avoid blueprints you are fighting the tech, wasting energy.
There are things where scripting would be complementary, but replacing foundations already in place just because someone doesn’t like it is silly…
For example, writing UI with scripts could be faster than using UMG, but doesn’t mean Epic should kill UMG just because it’s a blueprint system or kill Slate because it is fully C++.
I can code in any language but I don’t use UML to code complex algorithms. BPs are even worse than UML on many things.
The fact that Epic Games added a visual scripting system to UE4 with BPs doesn’t mean that it’s flawless.
There are people here babbling to go thru millions of lines of code to solve the lack fo full updated public APIs documents for Unreal Engine like what Apple does for its systems… that could be an easy way to achieve creating a plugin for a single or a bunch of tasks but it is just impossible if you need to clearly understand how dozens of APIs work and how to use classes methods and macros for creating a whole game. Wandering thru millions of lines of code wasting months to understand everything is just crazy and clearly a huge waste of time.
Being able to write the same BP code with a scripting language would just make things easier and faster because visual scripting is not really needed for many tasks. And anyway of course all the APIs should be clearly documented, they won’t need to hire many employees to make a full updated documentation of the whole engine.
So basically you want to use the engine in a bubble without learning what the engine do or how it’s done.
To me it’s like people using STD:: in Unreal for everything because they “already know c++” and don’t want to “waste time” learning the API. Happens a lot…
Sorry but that doesn’t make any sense.
I coded inline assembly libraries in C++ for DSP tasks when needed and I could spend time creating my own code for some projects. But I surely don’t want to waste months or years on other people code lacking clear comments and full documents explaining how everything works.
With Apple APIs coding in Swift (which is still changing syntax wise thru versions just a bit too fast) or the old Objective-C (which became ugly to read thru the years) it is quite easy going thru the updated full clear documents online and using XCode visual tools when needed for UI elements. Why it has to be impossible for Epic Games to do the same with Unreal Engine?
If you just need to create some plugins for a specific task and sell those it is quite different compared to creating a whole game either if you want to use all of the available APIs or creating you own code to achieve something else extending the APIs or creating your own inside the engine. I wonder how many software houses can really have their employees wasting time wandering thru millions of lines of source code trying to do something given the fact that no business usually should waste resources and money.
Full updated documentation and an official scripting language would allow many to avoid wasting time with visual scripting BPs when it is really not needed and using C++ only when the scripting language code would be slower that writing directly in C++. That would lower development time.
There are already too many people having problems using BP and C++. Mostly because they don’t have the patience to learn.
All we need, is another language, with another API and documentation in the mix. What could possibly go wrong?
Either insert one and remove another or just don’t.