3 ms·
It's not as much the language itself as the build process and iteration time (although C++ enables nasty types of bugs that are mostly avoided in C# - memory le
by bluescrn 2y ago
It's not as much the language itself as the build process and iteration time (although C++ enables nasty types of bugs that are mostly avoided in C# - memory leaks, heap corruption, etc)
While I'm very new to UE but experienced with Unity, one of the first things I ran into with Unreal was the complexity of implementing a ComponentVisualiser in UE vs using OnDrawGizmos (or a custom inspector) in Unity.
Drawing a couple of lines in editor mode involved dealing with build scripts to add an editor module to the project. While live coding/hot reload works for minor edits, some code chanfes require closing+reopening the editor. In Unity, it'd have been a few lines of code in an OnDrawGizmos function and no editor reloading or messing with build setup.