It’s time for us to look back on the unusual yet exciting year that’s been 2020. We invite you to join us for the annual Year In Review livestream, where we’ll reflect on what’s happened across Epic Games and the Unreal Engine community and talk a bit about what’s to come.
Thursday, December 17 @ 2:00PM ET - Countdown
Just one question for Tim (if someone at Epic can pass it on).
As it looks like the only channel Epic use is the Twittersphere:
When is SCRIPTING coming to the engine?
Epic, isn’t it time to reveal something big… The last few of these end-of-year things have been too much of a self-congratulatory pat-on-the-back B-movie, that’s missing some serious bling. :D So its time for the money shot. :p The possibility of scripting in UE has to be the biggest open secret on here. So why leave it for GDC or until the end of 2021 or even longer. Let users start planning now! The infamous Sweeney reddit thread about scripting, was tantalizing because of the possibilities it raised, along with the related acquisition of SkookumScript. So there has to be something cooking.
If not, then why not offer [USER=“434”]BrUnO XaVIeR[/USER] a 6 or 7-figure grant and let him get serious about solving this?
Epic still act like we should all be using Visual Studio and C++. But not everyone wants or needs to mod the engine. Offering source via C++ is freedom for some for sure. But for others C++ formality / strictness is anything but, its more like imprisonment / incarceration. :mad: Why? Exactly for the reason the reddit thread alludes to… The captive possibility of ‘building bigger worlds and simulations. This is where things become very interesting, and the possibilities are less explored’. That’s an acknowledgment right there, that C++ is not the language that’s going to get us to the metaverse!!!
Doesn’t seem very likely tbh (not even with text-based Blueprints). The problem is, Epic don’t have any motivation to expose more functionality, as they can just rely on plugin makers to do the heavy lifting. So instead, scripting needs to be added, or something that more closely matches the capabilities of the underlying code. Better to see less 3rd-Party plugins anyway, to avoid the risk even more creators get bored and quit the marketplace.:mad:
The serious is the number of zeroes in the amount I proposed they pay u <cough>.
But as regards believing in you. No worries dude, you’ve been a crusader on here!
Seems like Epic are only now adding the kinds of features you invented years ago.
People has been asking for years about that, not gonna happen ever. Yeah I get it! blueprints are something exclusive for UE, but the knowledge is not, I worked in unity for 5 years before coming to UE, c# and blueprint bah! it is just a tool, if someone is serious about develop a game, they should learn c++, trying to make a game without knowing maths and c++ is like fishing with yours hands, not gonna happen.
You could be right dude. Its still very much a big maybe. But I’m going to go and bet against your bet.
The key question is: would Sweeney have posted that if Epic weren’t serious about adding scripting.
What’s that all about then? Well there’s a business case for Scripting: To slay the dragon that’s Unity.
Plus UDK didn’t use C++ either, and plenty of great games came out of UDK, with still more coming!
A lot depends on what kinds of games you’re trying to make, including higher level conceptual ideas.
But what’s for real, is that more engines are adding scripting including their own version of Blueprints.
Well, that seemed definitive. Some form of Scripting is definitely coming over from Fortnite Dev to UE in 2021.
But is it just modding or Full-Scripting? It all seems a bit vague right now. Announcement later at GDC maybe?
Anyone catch the gushy message at the end. Was it this community they were talking about or a different site?
Kind of agree here. Unreal Engine needs modularity badly. I guess (pulling this out of my a…) that most projects barely use half of systems unreal provides. Cannot imagine game or project that uses them all. So for most projects unreal is just bloated. Don’t get me wrong those things are amazing to play with do some indie projects for fun etc. But serious game that has 50% engine unused (but loaded to memory) esp on android and consoles i cannot see reason for using unreal in that setup. Then whole mandatory cooking (means no mod support, hard time doing patches or addons that do not require downloading 80% of files (for eg. because of bug fix (like fixing typo in gui or item name) in single utility function that created cascade of changes in almost every part of code). For now for me Godot has less kicking with horses contests than unreal, I rather code that spend days trying to go around some “features” that unreal has.
I hope unreal engine 5 will have some serious redesign on how unreal works.