gets tremendous support from Epic Games and we have been working with Epic engineers on an almost daily basis for almost two years.
I even spoke to Sweeney near the start of this adventure a year ago about just to ensure that we weren’t stepping on any toes. He said that he though it was awesome. He said his main beef with most “scripting” languages is that the general purpose languages don’t give much more over C++ with the added complexity of multiple languages. Working on their own language - UnrealScript - took up a lot of time and energy and detracted from working on the Unreal Engine. He said that if the language was focused on games and the workflow of games that would be different and welcome.
This isn’t a specific endorsement by by any means - Epic has a very open model that allows lots of cool stuff to evolve. I’m sure they are interested to see how the whole integration will play out.
And Epic Games did give so that should indicate their confidence in the project.
Hey pyropace - as everyone else is saying, we are happy to help you out. If you have a problem with we want to know about it so we can help you and others through similar problems.
It looks like the compiled binaries are not being generated or they are being created in a directory that the Unreal Engine isn’t expecting. and UE4 are both complex beasts and setup is one of the trickiest parts. I’m sure we can help you through it with a little more digging.
I recommend that you jump in at and detail your problem.
With UE4.11 and code plugin support will soon be a proper addition on the Unreal Marketplace which will make initial installation much easier.
We are a small company currently with 3 engineers and other support staff though we are growing.
itself has evolved over 12 years so it has a lot of good stuff in it and hard-won knowledge on big teams.
C++ is awesome too and is designed to work in tandem with it. Some projects can rely on all the huge amount of amazing C++ already present in UE4 and other teams, plugins and add-ons might use lots of C++. It is your choice.
Though allows you to do a lot of things easier and even more efficiently at certain high level things than C++.
The main difference between it and a general purpose language like C# is that is made for games first and foremost. Unity3D uses C# which is why it is brought up so much though we spoke to some people at Unity and even they were interested in integrating . (Not that we have any current plans to do so.)
For example it knows about context from the Unreal World Editor. It is integrated deeply with blueprints - changes to blueprints affect the script files and changes to scripts affect blueprints. You can use blueprint variables just like native script variables.
The native concurrency constructs in the language are awesome as is the realtime workflow that offers.
The docs and tutorials are pretty light right now - we’re very aware of that. We’ve spent most of our recent energy making sure that the Plugin works deeply with UE4 and that our surrounding company will grow to meet the needs of the community around . It is coming very soon.
As of the Game Developers Conference in mid-March there are a number of AAA projects that are using and licensing for really amazing games including VR, MMOs, RTS games and open world games. As soon as they are announced we will be trumpeting about them. There are something like 200 projects using in over 50 different countries.
I don’t know anyone who used for a significant chunk of time who ever wanted to go back to the old ways.
Once you start playing and developing with - it is pretty cool.