I really don’t think people are telling the truth when they say they don’t want scripting because they want the devs to work on other stuff instead. Judging from the conversations in all of these threads, this issue clearly stirs up a lot of emotions and it’s becoming some sort of war of ideologies.
Sad to hear you guys dissing c++ and BP so much…
For what it’s worth, I am sure you realize there are many developers that love both c++ and BP.
Blueprints are an disruptive game-changing (pun intended) technology - not sure why you think Blueprints are a toy? I know many teams large and small that use Blueprints all the time for both upcoming and released titles.
And I am certain you realize c++ is a powerful, expressive language. And the new features like auto and should help make it more accessible to people.
But most importantly, access to the engine source gives you the ability to understand, troubleshoot, and extend the engine. If you invest the time in in, it pays large dividends.
I totally understand some may want a scripting language - sounds good to me, go for it.
You can extend the engine and embed whatever scripting language you want - lua, c#, lisp
Seriously, it is a perfect opportunity to learn alot, expose the underlying API, and get the scripting language you want.
But as for Epic, I sure hope they leave BP and C++ in place - they are and… Epic
No one is asking to remove C++ or BP, and please don’t lower the level of this conversation to such abysmal depths that people start using expressions like “script kiddies”. That’s not even what that expression if for, by the way. It’s starting to feel like we’re on a video game console wars forum
Because seems to have forgotten Epic games invested money in Skookum script(they have no plans to stop development or reason to) also the whole plugins might not support future updates isn’t that even more true with Unity and arguably core features in the asset store?
What bothers me. Is why are you wasting time talking instead of write plugin with C# support ?
I can imagine using something like CPPSharp to automatically generate bindings. You can then have C#, but you will have to support it. You don’t have time/desire to do so ? Then you are not that serious into development.
I hope no official support for any scripting will ever come. What it will only does it will drain resoruces from Epic and it will even more split community.
I disagree. I hope Epic will continue to support any other scripting/langage into UE4. If they can’t do it themself, that’s fine. They already have their official solution with C++&blueprint. But I really hope they are going to support 3rd party solution like they have done with giving a dev to skookum team. (for of course good solution that prove to be usefull, not for some obscur, unstable barely used unkown scripting tool)
Having just C++ and blueprint, and having to install VS2015 and the full UE4 can be a no go for a dev or modder !
Having plugin for lua and python for me is just about openning doors to already wide community of dev/scripter/modder. (I don’t feel like python within autodesk software proved to be a bad idea) so I hope epic games will encourage those solutions.
Why aren’t you doing whatever other thing you want Epic to work on? Why aren’t you writing game engines from scratch? I guess you must not be a serious game developper
This thread is going nowhere. There are no right answers, because is different.
I am personally against any additional languages, I think it’s better to add to those we currently have, like this Let's talk about increasing speed & productivity in Blueprint. - Feedback for Unreal Engine team - Unreal Engine Forums
+15 !!!
Agree 153%
Just thought I’d drop in that there are two decent scripting options for UE4 right now too, unreal JS which is done by the NEXON guys if I recall correctly and Skookum Script.
Personally v. happy with Blueprint but would use either of the above if I needed a bit extra before going to c++ land
Because some people just LOOOOOVE to be unhappy, unsatisfied and blame the world for that instead of doing something about it.
This can be a good business opportunity and satisfy a lot of people, BUT NOPE, let’s keep making this pointless threads.
I mean, we have had C++ and Blueprints from the beginning, if you want C# and nothing else, why would you even start using UE4 in the first place?
It’s like those people who want six pack abs but don’t want to stop eating 20 pizzas a day and don’t want to exercise because they don’t like sweating…
Except that, in this case, there is Unity.
Check this game, at first I thought it was made with UE4, but the man behind it confirmed that it’s Unity:
There is no excuse, if C# is a MUST there is already a very capable tool for you.
If you didn’t notice many high profile audiovisual programs include any sort of node system, I wouldn’t be surprised if Unity added something similar in the future.
I bet that if that happens, instead of being happy and make games using C#+Nodes many people will come to tell us all how Unity is because of including Visual Scripting and how doomed UE4 is because not having C#.
And we will tell them… AGAIN… use the tool that serves you best
Edit: Oh, and the man making the game I posted, he didn’t even know how to code, he learnt C# just to make this game.
I am to and I use Blueprints a lot. What I don’t see mentioned in the thread filled with angsty children unable to accept that programming isn’t about the program, but the logic. Hell, I saw someone mention that syntax is the most important…which is the biggest pile I’ve ever heard. No professional with respect will tell you that syntax is the biggest part. Syntax is the only thing that changes. Logic doesn’t.
That said, Blueprints is the best way to visualize the system you’re building. Its dynamic and modular on top of integrating well with a design focused team. Sure you don’t get the fundamental base level functions, but the best part is that you don’t destroy your whole project because you messed up the underlying code. Its like a dream come true. If you don’t build flow charts for your code, then you’re a fool. Blueprints mixes the complexity of programming with a perfect visual interpretation.
Whats the next BS thread, someone ******** about how Materials in UE4 suck and should learn shader programming? Seriously, its such a pathetic thing. Yes its an opinion. Opinions go out the door when you share your opinion with the . Opinions aren’t facts. The facts are that Blueprints and C++ are viable platforms to work with, whether you’re a new comer or a professional. Thinking otherwise dooms you to opinion hell.
This, very much this. There is those that stand righteous with very shallow mindsets, then there are actual professionals that understand that the industry and work environment is not as shallow or static. Then again, not has the mindset to grasp that the world is beyond theres.
You’ve failed to read the posts but insist on defending c++/bp, sometimes I don’t even feel like I’m discussing with adults …
Again… no one wants to remove C++ or BP, we just want a middle language for the vast majority of indie devs and technical artists.
This is in the Feedback section and is a request TO Epic, they know their resources better than any of you.
You already got answer for your feedback, we keep reminding it to you and many of us provided different alternatives.
Also, correct me if I’m wrong, even if someone creates a plugin and you can code in C#, it wouldn’t be plain C#, it would be UE4C#, right? And you would need to learn it all. I read someone saying this somewhere.
And finally, I think the vast majority of indie devs and technical artists are fine with C++/Blueprints, those who aren’t… they don’t use UE4, it’s like trying to eat a soup with a fork, who does that?
Edit: I can only speak for myself and you may not believe it but I really want you all to succeed. If Unity, GameMaker, Torque or Ogre is better and faster for you, seriously man, don’t waste time, use the best tool for your needs.
why is it that the no-scripting side so often and consistently resorts to ad hominem, swearing, and “opinions are bad unless they’re mine” statements in these threads? You don’t see me attacking threads where people request mobile/VR features that wouldn’t serve any purpose for me. Why such an aggressive reaction? This forum is supposed to be feedback for Epic. Why are you being so disrespectful? Why this subject in particular?
C++ was the first language I learned to program with, and I’m still using it to this day in UE4. It’s a language I’m comfortable with. I’m using Blueprints too. They are useful. But even I can see the advantages a scripting language would bring. For one, it makes everything more pleasant, which is oh so important when you’re doing all this in your free time after work. Jonathan Blow thinks the same: https://www.youtube.com/watch?v=TH9VCN6UkyQ&list=PLmV5I2fxaiCKfxMBrNsU1kgKJXD3PkyxO
Editor extensions could potentially become a breeze with a scripting language, unlike right now where they are a huge pain to make. Ever tried making a all-purpose visual state machine editor extension in slate? I must’ve lost 15 years of life expectancy because of that. It was hell compared to the few hours it would take to make in Unity. A scripting language provides an opportunity to hide all the gross/specific manipulations behind a crystal clear and well-documented package. It’s a feature that would be much more useful to me than anything else I can see on the roadmap. Why wouldn’t I request it?
And then there’s also the fact that adding an officially-supported scripting language would attract the milions of devs from Unity to UE4, which would surely benefit Epic. Because, you know, royalties. Unity has tons of problems. Trust me when I say scripting support is the only thing keeping most of Unity’s userbase from switching to UE4
There’s also this guy getting all defensive because people want shader-writing support. Why so aggressive? We’re requesting this feature because the material editor cannot accomplish the things we want to accomplish. And this has been confirmed by Epic staff on twitch streams and in forums as being a weakness of the engine
there is nothing that isn’t an opinion. We all need to continue this conversation knowing we can’t prove we’re right
Thanks but I’m not looking for an answer, I’m only expressing a need for this which I wish Epic decides to do something about it, that’s all.
And btw you’re not Epic so calm your hooves down.
Strong argument can’t go against indeed /s
:rolleyes:
I don’t because it’s a lie you keep telling yourself. I spoke to make devs who use Unity. They don’t switch to UE4 simply because they are already invested into Unity. Only some mentioned that lack of C# is the reason, which is BS. If you are a programmer, language is just another tool. If UE4 beats Unity by a large margin for your projects, then lack of C# shouldn’t even be questioned.
I’m not Epic but is.
I disagree because humans are humans and we’re all protective with our believes and like being in our comfort zone. Yes many devs will try UE4 for a while, but then they will miss many features that Unity has that UE4 doesn’t and they’ll go back to Unity. And many don’t like UE4 for the exact reason you mentioned, royalties.
Maya, Max, Modo users don’t switch unless the workflow is substantially better with other program. And, if this is such a gold mine and there are so many devs interested, how is that out of those millions of people no one has even started doing a plugin or anything close to it?
At the end of the day these are all assumptions and presuppositions, unless someone gets his/her hands dirty and make it happen we won’t know.
Edit: Someone (thank you) sent me a link to another thread, from the man himself:
Source: Why C++ for Unreal 4? - C++ - Epic Developer Community Forums
Tried. Done that. nothing to complain about. Was hard at beginning. But had NOTHING to do with language. It was hard because I didn’t know Slate and Editor. Didn’t know there is lots of problems are already solved, you just have to find right place and tool and create something new for editor.
Would different language fix it ? Of course not.As language have nothing to do with how API of engine is structured. You would just add another layer of complications, which would only make it harder (debugging problems, as you would still have to use C++ engine components, but then something break and you are stuck on interop layer when debugging).
Editor extensions, are still easy to write. But as with every new API, you have to first learn it, to use it efficiently.
Would I be able to write complex application in C# + WPF fast ? No. Because I don’t know WPF. That said making basic app in WPF is faster if you screw all the good practices while coding.
The same thing goes for Qt, wxWidgets and any other framework. Language is irrelevant in this case.