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You don't have to use C++, you have Blueprints, which can control not only shaders, but also game logic and levels.
by jakearmitage 6y ago
You don't have to use C++, you have Blueprints, which can control not only shaders, but also game logic and levels.
- _bxg1 6y agoIf you're a programmer who wants to write code, you have to use C++
- speedgoose 6y agoI'm a programmer and I love unreal's blueprint. Unreal's c++ on the other hand, I hate it.
- random32840 6y agoYou can also use SkookumScript, although I wouldn't. Blueprints can also be compiled down to C++.
- virtualritz 6y agoNah, you can do a minimal binding and write most of it in something else. E.g. Rust. Considerable boilerplate work initially for sure but possible.
- TeMPOraL 6y agoFor a non-programmer getting into games, C++ isn't that much larger leap than C#. Also, as others said, you have blueprints. They're not bad - though hopefully there will be some investments made into ergonomics of their use.
- bigfoot675 6y agoEhh this is debatable. After searching for a memory bug in a AAA game C++ codebase for hours, you might feel differently
- TeMPOraL 6y agoWhich kind? Most of the memory problems (in particular leaks and null pointers) happen just as much in managed languages, so you'll have your fair share of those bugs in C# games as well.
- robmaister 6y agoTrying to find a GC-related crash on a stale pointer that is only reproducible in a Shipping build on a single platform is fun (depending on your definition of fun) (Shipping in UE4 means release mode with full optimization enabled, most logging & profiling stripped out, etc)
- Arelius 6y agoThat's not entirelly true, there are for instance Python bindings, and I think some work exists on bindings for other languages. I just think they don't always have a lot of support until a case exists where it ends up being really valuable. Film studios in the case of Python. https://docs.unrealengine.com/en-US/PythonAPI/introduction.html https://docs.unrealengine.com/en-US/PythonAPI/introduction.h...
- robmaister 6y agoUnreal's Python integration is incredible. I made some modifications to it at work to run a version of WinPython (both for loose scripts outside the engine and pip access) It's great for complex asset pipelines and quick one-off editor scripts, at least in my experience. The only thing that felt a bit wonky to me was attempting to use bitflag enums.
- Arelius 6y agoThat's actually good to hear. I haven't used it, but it seems that it's important for some clients!
- wlesieutre 6y agoBlueprints felt to me like they made a lot more sense if you knew how C++ worked, but I only used UE4 a little bit to toy around with it