Why was Blueprint Nativization removed? (NO code preaching)

I’m developing game since about two years ago, with nativization.
At now, there’s no problem and I feel good, though I had to keep in some restrictions to use nativization.

Yes. At early times, It was very painful. There were lot’s of problems with nativization.

But within struggling of monthes, I found some way to evade those problems.
(I pasted the URL of related issue)

In most cases, problems seems to be based on relation with navitized or c++ native class and non navitized class. The result was packaging/cooking failed or crash on runtime.

But After I evade with those ways from problem of relations with none nativazed things and nativized (or c++) things, I did not face the problem about nativize at all. It makes me feels those painful debugging was lie.

With those restrictions, Blueprint losses some merits. I know. It’s not small. But still, Blueprint has it’s powerful things.

(I have to tell I’m developing singleplay game, not multiplayer. So there will be the other problems about replication.)

The right to make decision is belong to Epic Games. But I don’t want Epic Games to give up on this. Navitization is still powerful, and it has not small potential though it’s problems. It makes Blueprint faster hundreds times. You might think like this: “If you have good cpu, there’s no problem.” But, You know. There are lot’s of cases it need more faster speed on Blueprint, when we development game.

I also want to mention that for newbies considering using Unreal Engine, the nativization looks very, very attractive. In my case, it was. I was game designer with very little knowledge about programming. But the nativization of Blueprint gave me the courage to become Indie game developer, with Blueprint itself.

At first, I planned make my game with 100% BP. I gave up that now (Yes. c++ is very faster and I needed that in some cases…) But still almost things of my game is BP. Nativization is still giving to me much power now.

I hope that the this is a temporary stage to get initial stability of UE5.

Please.

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