Are the c++ classes faster than visual scripted blueprints and other items. How much performance lag is present between the two. Is it very small, negligible. How about FPS in each case.
Not much anymore, in 4.11, when you build your game for deployment, it compiles the blueprints to C++ automatically. It would still be a bit less performance, but unless you are an expert c++ programmer, you wont get much improvement. Just use what you are more confortable.
I think C++ code is roughly about 10% more faster than blueprints. Though it does depend on particular usages though like maths calculations performed in blueprint will run a lot slower than the same code written in C++. In terms of frame rate I would say there would be a sizeable difference if for example you had a lot mathematical calculations being performed in blueprint being constantly updated then that will definitely affect performance and should be refactored into C++ code. I hope this answers your question.
How much have Epic improved blueprint performance from 4.10 to 4.11. I always thought native C++ code will always be faster than the same code complied in blueprint.
They went with a different approach, check this thread:
Thanks for the BP->C++ Converter, it's awesome! - Feedback for Unreal Engine team - Unreal Engine Forums!
C++ code is about 1000% faster than blueprints. I wouldn’t rely on the converter at all at this point, as there is still plenty that breaks it.
What if I don’t know C++ ? Should I quit game dev or should I use BP > C++ converting option ?
Converter hasn’t done yet so for now C++ is about 10 times faster than Blueprints.
Thank you all for replies. Your views very helpful in understanding the development process in UDK. Myself, between Blueprints and C++ code, I am trying to fetch anything that readily comes first in reference from web and tutorials, to put into my game.
You should learn cpp, but don’t go out reading a bunch of tutorials on the language because that in itself is a task.
If you are COMPLETELY new to programming I’d recommend starting with blueprints. Once you are familiar with the engine, terms, and the common mathematics of a making game – then go to cpp.
I was kind of being sarcastic. For a one-man-army or really small team (2 people), it’s not feasible to know it all. Well, it is if said entity(s) have a ton of time on their hands and several (5+) years dead line for their project.
So, I personally think Blueprints is an awesome invention for people like myself. As it is I have to work on design, art (2D/3D/animation), writing, level design, effects design tasks. Add on top of that game logic. Even if I wanted to add C++ to that list, I already physically have no time to do all that I just listed.
This advise would work for someone who wants to work on game logic solely. Nothing else. Then making effort and learning C++ would be critical. For small indies, I think Blueprints is a way to go (and with this BP > C++ converter, in most cases BP without C++ would work, and if the game makes it, a dedicated C++ programmer can be hired to convert anything that needs to be converted to C++. A patch can be released afterward.)
Just my 20c.
Blueprints are amazing. I would of never been able to complete my project without blueprints. But cpp is easier to manage complex calculations and more efficient. I’ll be starting my next project in cpp for sure. It’s not that hard to pick up since you’ll still be working strongly with a GUI, and there is plenty of support.