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

Do you know the new Ghostbuster game on Steam? It was done with UE4. I don’t know whether it was made with BP and/or C ++, but that doesn’t matter. My point is that publisher don’t really have an idea what is “good” or “bad”. Or just don’t care. Especially big publisher like Sony, or Activison, who also publishes Call of Annual Duty with the same recycled assets for each game.

And Blueprints removes all of the frustrations of having to program in c#. It improves productivity and quality of life.

Please stop to blame blueprints. If you fight for c# in unreal it is ok. But blueprints a evolution of scripings for games.

When compared to scripting, BP is as frustrating as c++. It’s slow to work with, lacks versatility and power, and is poorly manageable

I’m not arguing against BPs. I’m arguing in favor of scripting. But I need to answer to people who ask why would we need a scripting language if we have BP

Oh, there are a lot of things to improve in UE4. Adding scripting language is not one of them.

Precisely. So why do you need C# again?

Lack of appropriate set of skills doesn’t make C++ a bad language :rolleyes:

I think you’re ignoring what people are saying just to keep this thread going forever, so I’ll sum it up quickly:

C++ is frustrating. (headers, disgusting syntax, rigid c++ solution, intellisense that takes forever, inability to transfer from one project to another, etc…)
BP is frustrating. (slow to work with, lacks versatility and power, and is poorly manageable)
Scripting is fun to use and powerful. Not as powerful as c++, but in my opinion it’s the best companion to have for c++. ScriptLanguage and C++ is the ultimate combination

I know and use c++ currently. Again, you’re not listening and you seem to only want to stir things up because you are a BP user and you mistakenly think people want BPs out of the engine

That’s just you and your subjective point of view.

and so is every other stance ever

It was already explained a few posts above yours… And for my part, if I knew more about F#, I would ask for that, however.

But I tell you this. Rome is only as good as its people. If you think you can make games, good. But I also hope that they do sell. Nope, not just for your sake only, buy also for Epic’s sake. Because 5% of not much, is even less. And in order to make a good selling game nowadays, well, it ain’t that simple. And it gets even harder because lots of ideas are already used up. So you better don’t use tools that like to waste your time.

I’d like to think that :slight_smile:

Yes, they did. Although back then I didn’t use UE (nor Unity).

Making game never simple, even when using UE4 or Unity. Nowadays marketing is everything.

As for ideas being used up, I personally don’t like those weird “innovative” games that sweep one award after another. I only play certain types of games with certain settings / story lines. I don’t really care if at their core they are all the same. As long as there is atmosphere, decent characters, decent progression and fluid gameplay, I am in! So if you make another Dangerous Dave game with maybe a few new elements, I’ll buy it! :slight_smile:

Since lack of textual scripting language is such a bother to a lot of people in this thread, why are you (or those people rather) still and using UE4 ? :rolleyes:

There are literally more important areas to improve. Scripting language is not an improvement in UE4. It’s a waste of development resources, something that could be directed to areas where improvements are needed.

There are many more artists / designers in game dev field than programmers. Those people create games (not minimizing role of programmers , but clean and reusable and performant code will not make a game to be a fun and entertaining game). Those people will use BP to make a prototype. If they have funds / luck they will get programmer to move slow parts to C++ if necessary. If not, they can optimize BP as much as they can and release the game.

Having textual scripting language will not help designers and artists to make better games. It will only slow them down.

Because that would be throwing out the baby with the bathwater.

UE4 offers productivity and features in other areas that make up for this.

When I see arguments like these, it tells me someone may have contributed to making a game, but certainly was never in charge of running a business, because as others rightfully point out, ease of use and productivity are extremely valuable; especially when you’re the one paying them.

So even though I personally have been programming with C/C++ since the 80s, I would still prefer a high level official scripting language because it ultimately benefits my team, my project, and my employees.

Arguing against that is nonsense.

BP does provide a lot of benefit, but there is a strong desire in the community for a well established middle ground.

Also the artist aspect is not entirely accurate even, because increasing numbers of artists learn to code these days to take advantage of scripting in various programs and platforms they use. There’s a growing trend of more “technical artists” and less “artists”.

Also ignoring that some programmers simply prefer a higher level language than C++, I do, and I’m certainly not inexperienced.

Uhm, actually it seem that one can even do now F# scripting in Unity: https://.assetstore.unity3d.com/en/#!/content/63652

I shall refrain from quoting myself because this Unity extension does’t have yet a rating or a review… It was originally released June 15, 2016. So it is still quite new.

Why are half of you against having a scripting language? You’d still be using BP…

Because it’s a waste of time adding yet another scripting language. There are already a few of plugins for UE4 implementing scripting languages and yet these people keep whining her.

I develop for Gear VR and while UE4 is at 4.13 version already, **** load of critical stuff is missing. UE4 is a way behind Unity when it comes to Gear VR and I don’t see things changing any time soon. So having UE4 devs delving into script development will take away from the development of other parts of the engine and at this point I, and many other folks who work with VR and use C++/BP, don’t want to happen.

I am sure same goes for every other part of the engine.

If a developer can’t utilize C++ and BP, it’s developer’s issue, not engine’s. I’d understand if C# was implemented to begin with and then devs sort of froze it in half-finished state and switch to BP development and prioritized BP over scripts. I’d understand the valid concern over the situation and wouldn’t even argue against finishing scripting solution.

Alternatively if UE4 has same level of Gear VR support as Unity (and likewise Android support), all other things like vehicles for example were working, if it had solid and performant real-time GI and other essential features people have been talking about on the forums, I would too say nothing against scripting language implementation.

However, that’s not where things are.

Atm there isn’t any scripting language available. Using plugins would be silly for obvious reasons.

I don’t see what VR has got to do with what is being discussed .

We have explained to you in previous posts why there needs to be a middle ground but you insist on repeating the same.

You think that if EPIC decided to add this, VR fixes/features updates would stop. UE4 is more than VR and I’m sure that most of the developers would vote for a scripting language.

Are you calling developers who implemented those scripting languages for UE4 incompetent?

That’s because you don’t read my posts. It’s not just VR. It’s any other half-completed feature in UE4 - spreading too thin is what it’s called.

What developers? 5-10 same folks who hang out in this and similar threads?!

I did not, you can never trust a plugin to keep up with the engine updates and risk your whole project/s because of it.

Unless you worked at EPIC you wouldn’t know their resources so stop talking like you’re their executive.

The ones that are using alternative engines.

No engine with rich tools ever truly complete. Same goes for 3D apps. If you have such mentality, you are missing out on 3rd party tools that can help you get job done faster, with better results, and sometimes simply get it done (cuz you wouldn’t be able to do that without 3rd party tools).

Thinking along the same lines using UE4 and Unity is already a risk - companies can change licensing, etc. so unless you are using your own engine, you are at someone else mercy.

But that a wrong mentality to have. If you are planning on working on your project for the next 5-10 years, you better rething what you are doing. And I don’t see any AAA companies asking Epic to add C# - they just use C++ and BP.

I don’t need to work at Epic to see they are spread thin - just read forums and see the progress. They have AAA studios to support, own games they are working on and engine development.

And what makes you think they will switch to UE4 if UE4 gets textual scripting language?

Devs who are comfortable with Unity for example and deeply invested into it won’t switch. Why would they if engine works for them already and perhaps they have solid code base to work with?!