Why C++ for Unreal 4?

[=Alezrik;409563]
A language is just the interface to express your logic, if you can express what you need to in Blueprints, then more power to anyone who can. C++ is a bit lower level than C#, and with the UE framework, a lot of the guess work is already removed. As for people going to and from C++/C#, it depends on what your doing, you use the language that makes the most sense for the job, going “back” to C++ from C# is no different than going from “Python” to “PHP”, one job required one thing, a different one required another one. Depending upon how adventurous you are, finding something that would bind your c# library to a c++ library is something you may want to look for.
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I agree!

That example is a little bit excessive though, I’m sure that going from C# to C++ isn’t as bad as going from Python to PHP. The latter case is much more traumatic and nonsensical, unless of course you need to use PHP systems, otherwise I see absolutely no reason not to use Python, unless you want to get bald. You’re comparing the best and worst languages I’ve ever used.

Also, I sure agree that there may be reasons to use C++ over C#, no doubt in that, however, I don’t see why one wouldn’t consider C# completely usable for game development, it’s not like it’s not the right tool for the job, of course there are some ‘cons’, but it’s totally suitable imho.

That’s not being adventurous, that’s being sadistic and suicidal :D.

I found some good unofficial tutorials, I’m gonna give C++ a 89102th try. Another thing to consider is the better ‘obfuscation’ of your IP, on C# you basically ship your source (open any compiled project with ilspy and you’ll get pretty much the exact source), C++ is much better, although of course not perfect, it’s surely not worthy to “decompile” a C++ game, it’s much easier to re-code everything, while Unity stuff you can pretty much copypasta code from ilspy and with minor modifications you can use it.

Talking about IP, does BP have some kinda obfuscation?