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I don't think that's true, and I don't think the juice would be worth the squeeze. Unreal's flavour of C++ is heavily managed, relying on preprocessing of heade
by Kapura 3y ago
I don't think that's true, and I don't think the juice would be worth the squeeze. Unreal's flavour of C++ is heavily managed, relying on preprocessing of header files to create garbage collecting pointers and a whole heap of other things you don't think you're signing up for when you think about a C++ codebase. There is no simple place to begin if you're trying to make it C# friendly.
But most of my issues have been with engine philosophy, where Unreal has bent over backwards to expose things to their visual scripting language. It feels like every single feature has a mandate to work in a blueprint tech demo, and as a result few of them are pleasant to code against and almost none of them work together coherently. These are not issues that depend on the language used.
- Auracle 3y agoC# being the deciding factor an incredibly common refrain in game development "what engine do you/should I use?" Whether or not it's justified is another manner. I haven't personally dealt with the modern Unreal Engine but natively supporting C# would, at the very least, make people a lot more likely to switch over.
- Kapura 3y agoI think if you used the modern Unreal Engine you would change your tune.
- Aerroon 3y agoI was surprised that Unreal Engine didn't just translate Blueprint directly into C++ code. They already have a text-based version of Blueprint. You can see it when you copy a blueprint graph and paste it into a text file (or at least you could when UE4 launched).