[Twitch] UE4 programming discussion - June 12, 2014

Sounds like it should be a really interesting session.

So my question is a general “why design it this way” thing. Well, actually I’ve got two :slight_smile:

  1. Can you talk us through the overall structure of the build? What I mean is the unreal build tool, how builds are constructed, how we are conceptually meant to work (for instance, do we keep a static build of the “engine” and only work on isolated modules?).

  2. Can you talk to us about the component organisation? It seems coming from another engine (ahem), that you have kind of half-done the “composition” thing. You have components for a large part of the functionality, but then opt for a single monolithic “blueprint” script to control it, rather than have the scripts simply another part of the collection of components that composes the object. Why is that? Are there any plans to change that?