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I am always skeptical about these type of projects. Out of the box Unreal Engine supports C++ and Blueprint. The problem with C++ is the slow compile times, an
by zinlencer 4y ago
I am always skeptical about these type of projects. Out of the box Unreal Engine supports C++ and Blueprint.
The problem with C++ is the slow compile times, and if you make mistakes the engine crashes. In general you produce stuff slower by using C++.
Blueprint is a visual scripting tool, it compiles fast. But it stores code as a binary blob in source control. And I'm personally not a fan of visual scripting, I would prefer scripting by just writing code.
So generally I prototype in Blueprint and then rewrite in C++ later on. I would love an intermediate language that has fast compile times and saves as a source file instead of a binary blob.
The problem is most of the projects that integrate with another language get abandoned after a while. MonoUE was abandoned, USharp was abandoned, now the newest attempt to integrate UE with C# UnrealCLR looks abandoned. SkookumScript doesn't support UE5. Haxe support for UE was abandoned.
Do I really want to risk writing a ton of code in a language that might not support future engine versions? To be honest, I don't want to take that risk.