For me its what would be quick and easy. Most times I find C++ great for the bulk of code, while I keep blueprints to UI and debugging. I still do hate how blueprints look, its looks messy and chaotic.
yeah artists that mae it didn't remove the material slot they used after baking the textures... i still haven't gotten around to reimporting the cleaned up FBX XD
BP performance is not that bad *unless you very specifically* use loops, switch statements, or tons of mathematics. The reflection map itself doesn't touch performance that much at all but the moment you try adding a loop, it will chug. that's because BP's implementation of a loop is actually not at all a simple C++ instruction; it's a convoluted mess of a Blueprint Macro...of all things. Same with Switch. And Maths always has to go through an extra parameter layer that C++ does not. Because of that, as long as you treat blueprint as what it is; an event oriented programming language, then you'll be fine with performance, even with tens of thousands of objects. If you use it to tell an animator what animation to play, you're fine, C++ compared performance will be negligible. If you use it to spawn an actor, you're fine, again, C++ equivalent is pretty equally slow. But the moment you add even just one For Loop, of maybe even 3 steps, yeah no. that's a bit much in some scenarios. always scope your usage to your game's needs.
I previously worked about 20 years as a C++ dev in non gaming. It feels like the C++ part is more "scripting" than "programming". Hence I just do everything in Blueprint when there is no performance hit.
For me its what would be quick and easy. Most times I find C++ great for the bulk of code, while I keep blueprints to UI and debugging. I still do hate how blueprints look, its looks messy and chaotic.
pretty much spot on yeah!
The BP/C++ split can be employed in various ways. I tend to write the logical details in C++ and use blueprints for the high level logic.
Yeah pretty much the same here!
Replying here to say I'm now an Angelscript convert. AS is a great combo of the best bits of C++ and BP.
thanks!
Hi im back
13 material slots for a single weapon?
yeah artists that mae it didn't remove the material slot they used after baking the textures... i still haven't gotten around to reimporting the cleaned up FBX XD
0:54 I just cant unsee the "PersistatnWorld" typo :D
Hush hush about that 😂
how do you use vscode, i cannot get it to work...
Personally i use Rider
both better for Performance and test
c++ take more time
BP bye bye Performance
BP performance is not that bad *unless you very specifically* use loops, switch statements, or tons of mathematics. The reflection map itself doesn't touch performance that much at all but the moment you try adding a loop, it will chug. that's because BP's implementation of a loop is actually not at all a simple C++ instruction; it's a convoluted mess of a Blueprint Macro...of all things. Same with Switch. And Maths always has to go through an extra parameter layer that C++ does not.
Because of that, as long as you treat blueprint as what it is; an event oriented programming language, then you'll be fine with performance, even with tens of thousands of objects. If you use it to tell an animator what animation to play, you're fine, C++ compared performance will be negligible. If you use it to spawn an actor, you're fine, again, C++ equivalent is pretty equally slow.
But the moment you add even just one For Loop, of maybe even 3 steps, yeah no. that's a bit much in some scenarios.
always scope your usage to your game's needs.
i hate blueprints, i don't like spaghetti coding! . I bet you are going back to Unity someday! :)
Unlikely tbh. I dont love making a whole game in just blueprint either... but thats where c++ comes in..
I previously worked about 20 years as a C++ dev in non gaming. It feels like the C++ part is more "scripting" than "programming". Hence I just do everything in Blueprint when there is no performance hit.