hello I 'm new and I come from unity3d ( with my team 3 members and soon 5 )
I am trying to understand the workflow of unreal engine
when the code / blueprint are executed?
in unity3d the code in the “before update / update / after update / on event” methods are executed for all gameobjects per frame in this order
is this this identical in unreal engine?
how can we prioritize some code / blueprint… define when they should be executed (example before or after the application of physic)
or one enemy before another…
I saw that we could make the multi thread it’s possible in the blueprint?
I am looking for an example.
I also need to know how to launch a heavy processing on several frames per second (if I understand correctly a tick is a one frame ??)
in unity it is possible to launch a heavy calculation (example to define the orders of each enemy in a zone of the one a player is seen that makes it possible to calculate the navpath for each enemy without impacting the frames per second)
How can i do this? in blueprint or only in c++ ?
last question in my team we only have 2 developers c# and we favor the use of blueprint
can we consider possible to create a game in full “blueprint” knowing that we can subsequently convert the “blueprint” c ++ ???
it’s possible my English not realy good , i’m sorry for that