Hi all, I’m desperately trying to learn C, but it seems my small brain can’t grasp it.
So far I stayed away from blueprints, they looked like very limited. Actually this might be a prejudice as I don’t have any experience with any language, so I’d like to know if blueprints are a complete substitution for C++ or if there’s something that right now you can’t do with them, and if this something is so big that you’d never bet on blueprints for a project. My project, by the way, includes dynamic loading, networking, arrays, mysql communication.
The engine API has many, many, functions that aren’t exposed to Blueprint graphs; sometimes you may need one of thise, but it’s simple enough to workaround that with custom Blueprint nodes.
Beyond that, I believe you can develop whole games in a Blueprint code, after you learn how to expose those hidden functions yourself.
I personally think C++ is much faster to work with and easier to read than graphs and all those nodes on your face, but somethings are just easier accomplished by simply attaching few nodes instead of going full C++.
jep, for that stuff you will need c++, especially for the mysql part (though i am currently working on a plugin that enables odbc inserts/updates/queries from blueprints)
But it depends on what you want to achieve in your project. should players need to register/login? such things are better handled through rest/http calls to a webserver which then does the actual database operations for you. you dont want to expose your database directly to the internet, trust me
regarding networking, the standard network replication of function calls and variables can be controlled pretty easily through blueprints. if you need to do rest calls, have a look at the varest plugin.
one thing though, standard c++ != ue c++
epic has simplified many things through auto generated code/macros/automated memory management that it almost feels like a new language
cheers,
Is there a list of functions that are currently not exposed to bp?
how do you create custom blueprint nodes? I guess it’s via c++.
Best way to implement custom nodes is creating a plugin with a library of functions that expose the API pieces that you need…
But if you’re just starting out with C++, you don’t have to worry about that; plugin creation may be confusing for a lot of people. Usually when BP devs need a custom blueprint, they ask to add to his custom library, that topic starting with the “(39)” something name.
And there’s no list. The Engine is too big to keep any list running and updated.
No list, that would have tens of thousands of entries, but there is a blueprint node reference that you could look at:Unreal Engine Blueprint API Reference | Unreal Engine Documentation
If you are just starting out with programming and don’t know any programming languages then it’s highly likely that blueprints will be able to provide all of the functionality that you will need for a long time. It’s also a very easy way to learn and grasp programming since you can see exactly what is happening with everything.