It's not an either/or decision. Learn what makes C++ and Blueprints different, what they have in common, and how to use them together effectively. We'll also learn a thing or two about performance optimization and some basic software design concepts.
Read the article version: http://awforsythe.com/unreal/blueprin...
00:00 - Introduction
01:29 - Common Ground
02:18 - Design Concepts: High-Level vs. Low-Level
03:10 - Design Example: Weapon System
04:44 - Design Concepts: Scripting vs. Programming
06:44 - C++ and BP as Programming and Scripting Languages
08:54 - Video Scope: Where C++ and BP Overlap
09:52 - Performance: How C++ and BP Are Compiled
10:48 - Performance: Comparing Compiled C++ and BP
15:23 - Performance: Conclusions and Profiling
17:35 - Project Organization: Class Design
18:54 - Design Concepts: Types and Dependencies
20:33 - Project Organization: C++ Modules
23:05 - Project Organization: BP-to-C++ Dependencies
24:36 - Design Example: Refactoring from BP to C++
28:31 - Design Example: Doing Everything in C++
31:03 - Design Example: Basic C++ / BP Interop
33:11 - The Traditional Programming / Scripting Split
33:47 - Design Example: Blueprint Function Libraries in C++
34:13 - The Main Event: C++ vs. Blueprints (it only took 35 minutes)
34:52 - BP Advantages: Assets, Visuals, Scripted Events
36:54 - BP Advantages: Ease of Use
38:34 - C++ Advantages: Performance, Fundamental Code
39:56 - C++ Advantages: Engine Functionality Not Exposed to BP
41:45 - C++ Advantages: External Libraries
42:18 - C++ Advantages: Diffing and Merging
45:05 - Personal Preferences
46:39 - Outro and Thanks
Patreon: Patreon: alexforsythe
Twitter: Twitter: alexforsythe
#UnrealEngine #UE4 #programming
It's not an either/or decision. Learn what makes C++ and Blueprints different, what they have in common, and how to use them together effectively. We'll also learn a thing or two about performance optimization and some basic software design concepts.
Read the article version: http://awforsythe.com/unreal/blueprin...
00:00 - Introduction
01:29 - Common Ground
02:18 - Design Concepts: High-Level vs. Low-Level
03:10 - Design Example: Weapon System
04:44 - Design Concepts: Scripting vs. Programming
06:44 - C++ and BP as Programming and Scripting Languages
08:54 - Video Scope: Where C++ and BP Overlap
09:52 - Performance: How C++ and BP Are Compiled
10:48 - Performance: Comparing Compiled C++ and BP
15:23 - Performance: Conclusions and Profiling
17:35 - Project Organization: Class Design
18:54 - Design Concepts: Types and Dependencies
20:33 - Project Organization: C++ Modules
23:05 - Project Organization: BP-to-C++ Dependencies
24:36 - Design Example: Refactoring from BP to C++
28:31 - Design Example: Doing Everything in C++
31:03 - Design Example: Basic C++ / BP Interop
33:11 - The Traditional Programming / Scripting Split
33:47 - Design Example: Blueprint Function Libraries in C++
34:13 - The Main Event: C++ vs. Blueprints (it only took 35 minutes)
34:52 - BP Advantages: Assets, Visuals, Scripted Events
36:54 - BP Advantages: Ease of Use
38:34 - C++ Advantages: Performance, Fundamental Code
39:56 - C++ Advantages: Engine Functionality Not Exposed to BP
41:45 - C++ Advantages: External Libraries
42:18 - C++ Advantages: Diffing and Merging
45:05 - Personal Preferences
46:39 - Outro and Thanks
Patreon: Patreon: alexforsythe
Twitter: Twitter: alexforsythe
#UnrealEngine #UE4 #programming
So yeah, now I'm just slapping CPP at everything I can wtih minimal blueprint interactions. Not because i'm "real programmer that does everything on CPP" but because I had much more stable experience working with CPP than blueprints.
I still setup paths and references by extending classes via blueprint. I just try to keep blueprint "code" to minimal.
I wish there was a way to "code" blueprints. Blueprints are in background just code organized in graphical manner, It shouldn't be too difficult to expose underlying code in a nice manner in text form for us to write blueprint scripts.
I really like the concept of having high level scripting language and low level C++ for performance but I don't think blueprints - from programming perspective - work that well. Stuff that I can code in 20 lines of CPP end up taking massive visual area and turn into spaghetti with blueprints. Yes my lack of visual organization has role to play on that as well but still. I really wish we had Python instead of blueprint