Quaternion in blueprint

Here to 2nd the comments in thread. Not looking to bring any flames on, just want to provide some end user feedback.

I think there’s quite a few new to UE4 drawn into the system not only for the price but for blueprints in particular. When they realize that they may need to get into C++, I think there will be much more frustration and support tickets to deal with. So instead of speculating any further, let me give you the rundown of our situation and how blueprint limiting affects us.

So picture a small two person team looking to put together a modest mobile game. My partner is the artist and sees the blueprint system as a great way for him to tweak and modify the system when needed. I’m doing the coding. From time to time, our roles will merge and flip as needed. I’m coming from Unity and have not toyed with C++ since the mid 90’s. So, much relearning to do. Except while learning is taking place, we prototype in blueprint and convert to C++ when able or when it just makes better sense for speed. Problem is when what we need isn’t in blueprint, or when the conversion from blueprint to C++ doesn’t work for reasons we can’t yet identify. So what we end up doing is spending a lot more time on trying to ascertain how the C++ functions work and how things tie together, instead of game development.

So in our case, what would help us out greatly (and many others I suspect) is a lot more documentation. I know is planned and we need to be patient right :slight_smile: So, we’re being patient. Just that between now and then (when documentation really rocks), I suspect there will be much complaining with end users. Hey, maybe that’s what prompts to limit blueprints…which I think if so will just increase the # of support tickets. Anyway, while we all know that there is much still in the works and that there is only so much that can be accomplished on any given day, samples and copious amount of documentation for C++ functions would do wonders for those finding themselves diving into code when blueprints don’t cut it. I think would be a wise foundation to develop until one day in the distant future blueprints perform and have all the capability that code provides.

Hope I don’t come off too negative, as my dev partner and I are quite thrilled with UE4 and very much look forward to the future with platform. Just a bit of friendly feedback :slight_smile: Thanks!