No DWORD,
Blueprints are UE4’s equivalent of Unity’s C# API for creating and scripting games. I’m not saying blueprints are the equivalent of the C# language or the C# runtime. Please don’t misinform and overwhelm people coming from Unity by implying that they need to learn C++ in order to use UE4 to create a game.
UE4 is more accessible precisely because you don’t ever have to learn to program at all to create a game with it.
[=DWORD;17210]
Blueprints are the replacement to kismet.
[/]
No they are full scripting solution for UE4 that empower people with zero programming experience to make a complete game (and it is also a replacement for Kismet). I refer you to the beginning Unreal engine video about Blueprints at the relevant time index: 6:15. I recommend this entire series as it will clear up some misconceptions you have about what it is meant for. It is a full replacement for UnrealScript (and Kismet).
https://www…com/watch?v=cRhWc2kAhqIPLZlv_N0_O1gaG5BW72It4chjhypxIO9ZB#t=375
[=DWORD;17210]
Also UnrealScript is nowhere near as powerful as C#. As a example I could write a unique video encoder/decoder, write a low-level network api, integrate kinect… using C#
[/]
That’s no basis for saying that people coming from Unity to UE4 should crack open a C++ file to dig for the equivalents to creating MonoBehaviours and scripting GameObjects. The vast majority of the API’s provided by Unity in C# have equivalents in Blueprints, that’s what they are designed for.
You are misinforming and overwhelming people converting from Unity by telling them they need dive into the C++ API to find the equivalents. You are mixing the “use the C# runtime library to open sockets” use case with the “Creating and scripting game objects, sounds, triggers, events, and game flow and logic” use case.
[=DWORD;17210]
Like I said, if you want a new functionality you must first write it in C++ (or UnrealScript in UDK).
[/]
“New functionality” is too vague a term. If you want open a socket or communicate HTTPS with a webserver, or write a spreadsheet application the yes you need C++. If you want to create AI behaviors or things actually pertaining to your game then no you don’t need C++: that’s what UnrealScript was and what Blueprints are for.
The fact that you do both in C# in Unity is a casual relationship and it’s not applicable to UE4.
[=DWORD;17210]
I’m not saying that Unity is better than UE4 (I’m migrating to UE4 after all), just saying that you are somehow blinded and probably didn’t use both.
[/]
I’ve used Unity extensively and written lots of C#. Let’s avoid these unpleasant characterizations. I’m only here to try and dispel some of the misinformation people have about UE4 and C++ and the false pretense that you need to learn C++ to make games with UE4. You never need to read or write a line of C++ to create games in UE4.