In this post the author describes how the Molecule Engine implemented the automatic C++ hot reload feature. Is there something similar about how this feature was implemented in UE4?
I’ve read that the UE4 blueprints system runs slower than the same piece of logic written in C++, so I was wondering what could be the mechanism to load a blueprint. Are blueprints compiled to bytecode that in turn is loaded and interpreted at runtime, or rather are they compiled into machine code and loaded dynamically like C++?
I’m certainly no expert where the back-end of UE4 is concerned. From what I have seen around, blueprints are turned into bytecode during the packaging process, which is then read at runtime. With some recent additions to the engine, we now have the ability to nativize blueprints to C++ for a bump in performance during the packaging process.
@Jamendxman3, thanks for the info, it’s been a while since I visited the forums.
I’m eager to try the new blueprint nativization feature, I’m familiar with code generators and visual programming tools, and the idea of something like that was lurking in the back of my mind since I watched the videos at The State of Unreal Engine | GitHub 2015 Event Coverage | Unreal Engine - YouTube where they say that blueprints are slower than C++.
By the way, do you know whether there wold be more stuff on optimization features for mobile devices?
For me is gameplay and engaging mechanics what sells, not state of the art graphics. If one can’t develop something fun and engaging with simple graphics, there is no point in pursuing more sophisticated 3d stuff to add to the game. Of course, I’m talking here about mobile platforms. With consoles all that cool 3d graphics comes with the territory.