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Blueprints are not performant, they are potentially the slowest scripting language to ever be used in a significant way, worse than python even. If you don't be
by andersa 3y ago
Blueprints are not performant, they are potentially the slowest scripting language to ever be used in a significant way, worse than python even. If you don't believe this, try implementing some basic number crunching routines in pure blueprints and see how long they take to execute. Though if you're just using them to configure and glue together C++ classes, like most gameplay code is doing, then it's usually fine.
Reading other people's blueprints and understanding them is much harder than doing this with the equivalent code - having to follow the wires everywhere is a nightmare with all visual noise. I often jokingly call it a write-only language. Not to mention the part where you must have compiled the project and be running Unreal Editor with all the assets loaded to do this in the first place.
And then you can't even properly diff or merge them without using some special tool that doesn't properly integrate with your version control and only works reliably half the time.
Blueprints are fantastic for familiarizing yourself with the engine, since you can quickly discover all the things to do from the context sensitive search. They're also great for people to get started with their projects and prototyping. They're not at all suited for production work in a large team.
I really wish Unreal Engine supported a proper scripting language so the choice isn't between noisy node graphs hidden in binary asset files and raw C++ code. People keep shooting themselves in the foot with both of these.
- johnnyanmac 3y ago>I really wish Unreal Engine supported a proper scripting language so the choice isn't between noisy node graphs hidden in binary asset files and raw C++ code. People keep shooting themselves in the foot with both of these. That's apparently what UE's new Scheme based language, Verse[0], is aiming to do. But this is very new tech and currently used in the Fortnite editor part of UE. It's not quite something to use in the main engine yet. [0]: https://dev.epicgames.com/documentation/en-us/uefn/verse-language-reference https://dev.epicgames.com/documentation/en-us/uefn/verse-lan...
- brundolf 3y agoOh I didn't know about this, this sounds great Have they said explicitly that it has ambitions beyond fortnite?
- spywaregorilla 3y agoIt'll come eventually to the main engine