Few things I'll be missing from Unity

Note that I’ve already gone through the “unity to unreal 4” tutorial, you know which one, those are the things that I’ll be actually missing from Unity and which aren’t in Unreal.

  • Importing Blender/Maya/3ds assets directly (e.g. I can just plop .blend file into Assets/content folders and it will be imported)

  • Support for other languages than Blueprints and C++. Thought there was UnrealScript support, but apparently there isn’t one, judging by the docs. Why? Blueprints are cool and all, but making advanced things using them would be a chore (not UE specific problem, just problem of block/event/node based visual programming in general). Then again, not everyone is ready to use C++. Some middle ground like Lua or UnrealScript would be advised.

Why not write your own LuaScript plugin … you now have access to the source. 8-}

BluePrints basically replaced Unreal Script … however it will only be a matter of time before someone releases a plugin to do just this.

As for the art files … I prefer using FBX … just remember that the new version of Unreal will automatically update your mesh inside the engine if you make changes and re-export it to FBX.

There is a C#/F# plugin for UE4 made by the community. I’m not sure how well it’s integrated or supported, but it exists. There’s also SkookumScript.

But Unreal C++ is not the same thing as vanilla C++. Vanilla C++ will punch you in the face and leave you for dead. Unreal’s C++ is much more tame and has a lot of great features similar to Unity’s C#.

qdelpeche, I’ve thought Blueprints are more like Kismet, aren’t they? As for writing such a plugin… Well, I’m not big fan of C++ and building like ANYTHING on Windows is a nightmare.

As for art, FBX/obj should remain, but import for “project” files like .blend should be added, for the diversity and because it would make easier to switch over from Unity to UE4 - just copy assets and be done.

Oh yes … you are right … I always get them confused. 8-{

Jared has quit succinctly pointed out Unreal C++ versus Vanilla C++. I guess if we want to get a lua script plugin or something built … maybe you can explain to us what you are looking for … I am sure there are people who would jump at writing this. Hell, I am even willing to give it a shot.

As for the automatic asset importing … once again if you explain what you want … we could probably create it … but I am not guaranteeing anything. Essentially it would piggy back off the FBX import code … well I assume that is how it would work.

Blueprint started out as something similar to Kismet, then evolved to replace UnrealScript entirely. The “Level Blueprint” is pretty much identical to Kismet, while the ability to create classes with Blueprint is much like UnrealScript.

The thing is, you’d still be able to export them yourself, it’d be just another option for people who can’t be bothered.

Was my understanding … but this wouldn’t convert the asset to FBX … my idea would be to convert the asset directly to uasset file. Anyway … I am a long way off from even thinking of tackling this … I have way too much on my plate at the moment.

Maybe somebody will pick this up and run with it … 8-}

Just a quick note for new people here: Unreal C++ is not a separate language. It’s just plan, regular C++. What people sometimes refer to as Unreal C++ is Epic’s framework (collection of classes, functions, macros, etc…). If you know vanilla C++, you’ll know unreal C++ and vice-versa.

heh, I thought your name looked familiar. Looks like you were one of those that started to wait for Jens to get ahead in his project from 2012 :stuck_out_tongue: