Blueprints are a toy. Which serious Unity dev would use UE4 without C#/F# or UnrealScript!?

It’s an astrophysics simulation game, that had to run on Androidand iOS. The astrophysics simulation running under the hood is one that I built in-house and conforms to all of the science done by Kepler and Newton over the years and is now used by NASA, if that gives you some idea of complexity. It’s now on it’s way to Steam.

This came from an original project that we worked on for a Satellite Control Station in Cornwall UK (Goonhilly). We built them an ‘experience’ which put 30 players in a room on tablets, all connected via LAN to a three-PC server system to act like a mission control center. This was all achieved within around 12 months of development time, and at the time none of us had any real programming experience, and I was the only person in the four-man team with any Unreal 4 experience.

In my spare (lol) time, I also have a competitive multiplayer FPS / RTS hybrid game in development too, which I’m developing on my own.

Nope. I came from a modding background for a few older games like Battlezone 2 and UT99 / UT3 - then moved on to applying for freelance work as a 3D, and Technical Artist. I’m also a qualified sound engineer and did my masters in entrepreneuship at the same time as the 30-player project mentioned above. You can maybe see then why I don’t really have a lot of patience for folks who don’t just get stuck in… Your idea sounds interesting, so when you’ve actually built it or started doing so you let me know.

Well good for you. I work 8 (paid) hours a day, and usually another 5/6 when I get home. I also nearly always work on my projects at weekends, and I’ve been doing all this ever since I started working in games professionally (about 2-3 years ago). I wouldn’t expect anyone else to be like that, but one of the things I love about this industry is that you get out what you put in - which filters out all the folks who are “all talk and no balls”.

Now that I’ve blown enough smoke…

The difference between AAA and Indie isn’t team size, it’s how you publish. The dictionary definition is that if you self-publish, you’re independent - aka ‘Indie’. The title of the thread btw actually says ‘Unity’ dev, and mentions nothing about indie.

In response to the thread title in question… any serious Unity dev would probably not worry about whether Unreal has C# support, because they’re too busy making games in a toolset they’ve spent time learning - and more power to them! What you’re doing right now is akin to walking into France and expecting everybody to talk to you in English.


The problem you have @ - is that you communicate your concerns with the engine by being extremely aggresive towards what’s already there. If you could put together an idea that isn’t simply “Put C# in the engine and support it like the other two languages because that’s what Unity has and what I’m used to”, you might start to get somewhere or have your voice heard. Coming up with ways to improve the existing tools and providing good examples and demonstrate why it’s needed, is a good way to get things done. Nobody is saying that the engine is perfect, but if you want it to improve you need to give better reasoning than “Unity has it” or “It’s better because I said so”.

Bringing things like Nazism and borderline hate-speech into your posts is just going to end with you getting either ignored entirely or banned. On that subject:

We do, and we don’t tolerate it. The rest of the mods have seen the original post and agree with me, so keep circumventing the rules and you’ll end up with a ban. Epic wants to hear feedback from everybody, but there are limits.


Final thing, can we stop posting silly little snippets of code trying to make them smaller and less readable, in some attempt to ‘prove’ how one language is better than another? There couldn’t be a more useless comparison.