Why was Blueprint Nativization removed? (NO code preaching)

Dude. What the hell? Does it work? OMG!

I havenā€™t tried but itā€™s like something different than nativization

Well sounds awesome, wonder why I never heard about it. Gonna have to try it out some day

Forget the Blueprint Header View. It only represents the header and not the cpp file which contains the logic.

If youā€™re seeking assistance in transitioning to cpp from the header view, it might actually make things more complicated than helpful. When writing native cpp code, you wonā€™t manage your functions 1:1 as in Blueprints. This is because you have greater freedom with cpp, eliminating the need for many workarounds.

I code everything in cpp, and I find it faster than using Blueprints. Additionally, I can utilize git for version management. The transition to cpp took me just one week! Iā€™d recommend using Rider over Visual Studio. Rider will assist you more than the header view would.

Blueprints and C++ are fundamentally similar. The primary differences lie in performance and the degree of flexibility offered.

With native cpp, you can still utilize Blueprints for your data and variables. Only the event graph becomes text-based instead node hell

Unreal C++ isnā€™t as daunting as one might anticipate.

Spend two weeks writing native Unreal C++ code, and youā€™ll likely find yourself progressing faster than you ever did with Blueprints.

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Any news on the return of blueprint nativization? for 5.4/5.5

its (most likely) not coming back, because ā€œverseā€ will serve as middleground between C++ and BP. (If it wasnt in ā€œUEFN-Jailā€ currently.

Anyone has a comparisson chart of a game PROPERLY build in Blueprints (not build based in youtube videos) and with assets properly optimized, versus the same game built in C++, I only can see subjetive answers here and nothing concrete.

Iā€™m asking seriously, to decide if makes sense to move everything to a lower level code, because discussing this without numbers or analysis behind is like to be talking about the flat earth.

Iā€™m all ears about it and interested in the topic, if this will make me win more than 20% frames in Android for example. Less than that I think is a waste of time to abandon BP wich such a friendly interface and go back to the C++ hieroglyphs.

PS: Iā€™m only using this as an analogy, I donā€™t want to undervalue C++, I find what itā€™s capable of doing fantastic, and I know how much C++ is behind what we see in BP. But switching a user-friendly and easy-to-use visual interface for a few frames doesnā€™t make sense to me. If it even improves some frames, since, as I said at the beginning, I donā€™t see numbers in the forums, just subjective comments.

Cherrs!!

You can compare the performance of C++ and Blueprint functions using Unreal Insights.

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