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I do a fair bit of UE4 coding in both Blueprint & C++. Each has benefits and drawbacks, many of which have been mentioned already. The biggest unmentioned one
by BigglesB 6y ago
I do a fair bit of UE4 coding in both Blueprint & C++. Each has benefits and drawbacks, many of which have been mentioned already.
The biggest unmentioned one from a learning perspective though, is that with node-based editors, while you can still make logic errors, it’s difficult to actually make syntax errors. When you get used to it, you might not mind forgetting occasionally to match brackets, remember semicolons, use the right keywords in the right places etc, but as a beginner, all of these things can be quite frustrating and opaque, with often cryptic error messages.
With visual node-graphs though, many of these things are just non-issues, which I think helps beginners gain confidence way faster without bouncing off and giving up in frustration. You can’t even connect pins of the wrong type most of the time, so you get some pretty well communicated type safety to boot.
I’d actually love to see an evolution of a fairly advanced visual programming tool like Blueprint turn into a more general-use language, although preferably with files that are still stored as plain text (so at least play nicely with git etc) rather than the binary black boxes that are currently chewing up my LFS...
- boarnoah 6y agoI really don't get why they didn't want to serialize blueprints into XML or something, things have improved a bit now with the blueprint diffing feature in terms of merging, but having to put BPs into LFS is always going to be a pain point.
- joreg 6y agoThis is exactly what we're building vvvv for, please have a look: http://visualprogramming.net/ http://visualprogramming.net/