Why C++ for Unreal 4?

[=wsf;128807]
macroses in c++ can lead to undefined behaviour
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+200 for this - templates, not macros! I HATE macros. I can’t even count the times that some jack *** used a macro and didn’t add a brace, or some other little bull **** thing and it lead to hours of debugging hell. Macros are a HACK. If you understand C++ then you will never need them. Probably the only thing I don’t really care for in UE4 - the boilerplate macros. This could be templatized.

I work in C#, C++, Lua, Java, or whatever gets the job done fastest. Any language is only as productive as the coder using it - if you’re unproductive then you’re unproductive. Understand: the problem is YOU. If you’re not familiar with the language, you should probably solve the problem in one you are familiar with.

There are differences in run-time performance, but for most applications it isn’t as important as you would think. As long as you’re not computing a SHA-1 hash of a 32 gigabyte file every frame in Lua you should be okay.

Smart coders are productive - the rest cry about problems with the language.