I know the performance of C++ from scratch (as opposed to Blueprints baked) might be key for games where timing is crucial (FPS etc), but would a smaller server (say 10 - 20 people) and not mission critical timing be possible for those of us who are not (raw) code masters?
Anyone have any examples / experience with Blueprint and networking?
FPS/TPS game can be completely done in blueprints. Some specific things must be done in C++ (like some stuff in AnimBP), but only if need be.
Usually, you can make fully functional game in Blueprints only project.
Hi All, thanks for the valuable insight. Much appreciated. What I’m gathering from these responses is that’s *possible, *but likely not ideal, especially if working with physics etc.
Given what you’ve all told me, the next question (if I may) is:
If all my learning is based in Blueprint, is it the kind of thing that I would be able to ‘port’ over the work I had done into a C++ template without having a full time 40 week to commit to it, or is it the kind of thing that I would need to bring in a more experienced programmer?
Also, I know it’s important to think about multiplayer from the beginning of a build – is it foolish then to start with Blueprint templates for anything more than simple really simple prototypes if networking is my main goal?
I really LOVE online networked games, and that’s the pipe dream I’m working towards.
I wonder if I should keep learning Blueprints etc and just collaborate or hire someone with C++ / networking experience, or whether I should shift my learning focus to code and networking now.
You know the basics and use that knowledge to expose hidden events to Blueprint and do 98% of the work in Blueprint
You are proficient with C++ and Unreal and use C++ to deal with problems not easily dealt with in Blueprint. Somewhere between 50-80% of the work is done in Blueprint
You are an experienced C++ Programmer and have been using Unreal for a year or more and prefer to code rather than connect nodes in Blueprint. Perhaps 5-10% is done in Blueprint.
As soon as you start using C++ you have to embrace the world of debugging so if that is not something you feel like doing then you should definitely hire a programmer or try to deal with everything in Blueprint.
Thanks for the really insightful response. That helps me clarify things. I am generally not the strongest when it comes to coding any (takes me a long time to get a blinking LED with an Arduino) so I will likely take your advice and experiment with split screen, then seek out extra help if and when I have something I think anyone would care about
Garner, thanks too, that insight. I guess I was seeing it as either/or, but it’s nice to see the variety of options there…
I am new, not got to any network progress yet, but now i start to fear - I spend my time - with no hope for my vision.
Hmm, so if the Blueprints are lacking, in game dev, why are we at all using it?