[=TiagoLr;78473]
That sounds strange you prefer graphical scripting over typing scripting (or blueprints over scripting language)
Not that i like unity for a couple of reasons, but have you tried their workflow? Their c# scripting feels a bless compared to blueprints, if you notice that a big blueprint can be converted to a couple lines of code, and that you take a few seconds to read some lines compared to several minutes following blueprint diagrams, then you will understand how much more productive and easy a scripting language is.
C++ is good for great control over UE, but its workflow is not nearly as good compared to blueprints (compile, wait, reopen editor etc…)
What i would like to see would be a scripting language (UScript, C#, JS, don’t care) exposing the same API as blueprints and working in the same way (almost no compile and well integrated).
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Well.
The general problem with the scripting languages(both in UE4, Unity etc) is that there is a performance loss. And with UE4 you have the ability to make fast efficient code in C++, because it is really compiled, not just translated into some pseudo code thingie.
You can argue that a “real” scripting language is better, but it is also narrower. Blueprint has about the same performance as Kismet I would think… but it is much more available. Artists don’t need to understand scope, syntax, references etc etc to make something work. They just drag and drop.
I agree that it can get out of hand easily with Blueprints… I’ve made some pretty nasty stuff myself.
But as I have gained experience, I have learned to divide and conquer, just like real programming. You split stuff up into smaller parts, use functions, pass variables… Just like when you write code.
I like Blueprint. But I also understand taste is different between people.
Maybe Epic will expose what is behind Blueprint and make Kismet2. I’m for it, more is better. But I don’t think so.