Blueprints Vs C++ ❌ Blueprints and C++ ✅ Both are very important. lets say you want to make flickering light actor, you make c++ actor write the code so you get flickering light and flickering with x frequency. Now make a blueprint class derived from this actor, expose variables to blueprint, and now you can customize this flickering light without having to compile c++ code every single time. also when you do animations its better to use blueprints, you use c++ when you want to implement some kind of logic, like movement....
The real difference is that Blueprints are hooked into the "world" editor, they know everything in that context. C++ is used to create that world(context), but doesn't know the current state of it, so you end up using BP for loading data into C++. C++ is suited for doing things like forloops, if-statements, and other structured tasks. A tangled mess of a Blueprint can often be converted in a dozen or so lines of C++ code that's much easier to understand. Blueprints are best suited for tweaking things like animations and character controls. The easiest way to get into C++ is to start but converting something simple you've done in BP over to C++, that way you know what functions to look for in C++. The hardest thing about C++ is getting the IDE setup (visual studio). It can be intimidating at first, but start with simple small steps, and you'll be fine.
Can we use both for a project. Like I divide the project making most of my mechanics, animations in bp, then I create another project where I work with C++ after that can i import that c++ project to my bp project?
Thanks for the insightful comment. I have JS and TS experience, I would like to create an animated film using UE5. Do I need to learn C++ or is it not a requirement.
Just get used to googling "ue5 C++" plus whatever Blueprint command you're trying to replicate. Ryan Laley has a good beginner series. Then take a look at "Code like me" to learn the work flow.
I'm just starting in all this things and I want to be a sole dev as of now for lack of funds. The best use I can give to both of them are, BPs as a concept to visualize the ideas in one project, while C++ being used for the refined product and for a more manageable evolution of it. I see it as illustration, from sketch to concept to the final product. Maybe I'm wrong but I guess it could work. Also it helps to make progress on a project while finishing the studies.
There is a third option: Angelscript. Simple as C and without pointers and silly header files. Also scripts reload instantly and are much faster than Blueprints, close to C++. Doesn't support Interface, but workaround is components and event system.
I think if you master blueprint will be easy to do c++., I usualy start with blueprint and convert loops or math operations into single node . For my experience you can start making classes like actors or character with c++ Generated by default and create child from it , so you can experiment with blueprint and convert some of nodes into single node specially loop operations or if you like to add extend later for GAS or api calls etc you just use parent class and you done . Is good idea to make c++ at first when you start project and will be better if you put in plugin
You have to use blueprint even when you know c++, i think c++ would be easier and faster (a lot faster) to implement complex math functions as blueprintFunctionLibrary c++ to use it in blueprint another thing when i obligated to use c++ is when i want to make custom actor that do something when i delete it in the editor i have to do it in c++ Another cool feature of doing things in c++ is that your proprietary logic is converted to dll files so when you want to give this file to someone to test it or use it, he will never know how you implement it 🙃 (you can keep the source code if you want) delay in editor require c++ to prevent the editor from freezing while doing long tasks or calculations (delay node not work in editor) You can also do multithreading, running blueprint task in background thread, custom nodes in blueprint, custom node in material editors, custom assest, and many other things.
As a solo dev, coming from a 3D animation background who's coding skills are as ancient as the pyramids (Commodore basic + 6502 assembly FTW), It's blueprints all the way baby. I've spent years using nodes for textures and compositing, so it just feels natural. I'm sure there's things I can't do without real coding, but I'm happy to work within the limitations (and I use templates all the time) so I can concentrate on the stuff I actually enjoy, world-building, SFX, animation etc.
i agree as blueprints are code in the engines framework and it knows how to compile it natively, adding in code that isn't coded directly for how the engine natively works can create more bugs. a solo player game should take minimal if any C++ and be mostly blueprints. multiplayer games will require c++ to run faster between host and client, though blueprinting a lot of things in that game is still better than c++ entirely. Currently in 5.3 it is possible to setup a server with blueprints and it seems to run quite well, could be optimized with C++ but in a few years we all know unreal will update it and it will be just as efficient
I Don't recommend making games in Unreal using C++. Visual Studio's Build errors will brick your UE project in an instant. Unity can open an unbuilt project, at least its functional. with VS you're only one unsolvable error away from loosing all your work.
If you're a solo just stick with blueprints. Small teams without proper programmer might just stick with blueprints. We shouldn't waste time to get that 1% performance and use time to create more good stuffs.
@@richoffks if you're making games, genetics and generations in the biology field could be simplified to a few variables. Just ask yourself if you want to make games or try to push the simulation front. There are many of us whom want to make games but some idiots gooning people to think they should use c++ because of performance issues, when in fact there won't be any performance issues if you're talking about small or medium games or even low-end large games in case people are skilled enough. If you're a solo and want to make a game, why bother with c++? You want to make games as a solo, just do whatever it takes to make games. I'm sure my target audience is clear.
@@richoffks If you're that determined to learn C++ then do it. No one is stopping you, it's just a big time sink. If I were you I would start asking myself questions about the scope of my game, is it feasible to be made by 1 person? Are there details that your game can do without? You don't need to make tiny, generic indie games. But at the same time if the game is too large you might end up working half your life on trivial stuff most people don't care about.
Blueprints are great for prototyping projects fast and efficiently . however you can do absolutely amazing stuff with it, nonetheless. Regarding C++ i think is better for full fledged projects simply because C++ can give you lots of freedom compared to blueprints . Which in some cases (Even though it's hard to reach it ) you can be limited from using only blueprints in your projects. In my opinion they're both valid options and both should be used toghether :)
You know you learned the long way when you're using Blueprints 90% time when you're using the engine for 6 years as you stated... that's why you don't have any big projects but small ones..
Hey man, I tried downloading UE5 on my laptop but it doesn't load properly due to low vram of my integrated gpu. Should I download UE4 since it has much lower requirements than UE5 and also has blueprints??
You’re gonna struggle to make anything substantial in UE5 with an integrated GPU. IE4 is an option, but you can also look into Unity. Visual Scripting is very similar to blueprints in a lot of ways.
I’m not a coder so I learnt Blueprints quite fast, but at some point I wanted to integrate a physics acceleration formula and it was varely usable in BP, so I spent 2 weeks with Chatgpt bruteforcing an implementation in C++, I created a node that can calculate +1000 actors position at run time while Blueprint was sluggish with only 10. Blueprints are definetively one of the best node-based implementations on the market today, but if you need to do calculations at runtime there is this great video that shows the performance comparison: m.th-cam.com/video/V707r4bkJOY/w-d-xo.html&pp=ygUQYmx1ZXByaW50IHZzIGMrKw%3D%3D
Is BP as we know it today on borrowed time? Tim said that UE6 is UE5+Verse, they surely won't abandon C++, but what about BP? Will they be left behind? Keeping C++, Verse, and BP might be too much, although there are rumors that Verse will have a Visual Script, so it might just be a 'mere' replacement.
I wanted to create META++ and OMEGA OS to an AI that makes her own computer language that doesn't read code like a human, more like the matrix code but more complex. Omega OS to let her use every device in the world for her processing power for CERN like simulations on anything allowing nanotech and extended life, digital food, just anything we can imagine would be ours in our lifetime. Life on Mars and beyond through downloading the brain and into a bot. But I donl't know where to start I have no experience in anything so I am looking at blueprint to jumpstart this app worth trillions to sell or open source.
Problem is, people don’t realize that BPs are PROGRAMMING… it’s coding but with all the worst aspects of programming. It’s a fallacy within non-coders that BPs are easier because it is VISUAL. It’s in fact not, once you actually learn to code you’d realize that C++ is far more readable, testable and efficient than dragging and dropping ugly blocks, finding buttons and text in menus instead of simply writing code. BPs are great for creative sections where you need visual output and input like materials or animations.
I used a program like blue prints for Java in a IDE called BlueJ. Drag and drop coding was meant to teach students logic and basic data structers. I agree 100% it is false to say its not coding.
I've spent 30 years learning/working in 3D animation. I have zero interest in learning to code. It IS easier, because I don't WANT TO LEARN C++ I want to build worlds. I think you really need to have a close look at the axiom "To a man with a hammer, every problem is a nail".
@@chelfyn well yes for non-programmer blueprints is the only way. But for programmers c++ is best option in every way. Since blueprints doesnt have some things that only in c++ you can do. Or is just way simpler to do something and more efficient/performant.
@@silentscopez1364 about a 1-2 year+- but then went to college learning useless website stuff and other insane amount of useless things. So after 2-3 years of sad break from c++, i started using unreal engine with only c++. Though plain c++ and unreal engine c++ differs, unreal engine c++ is simpler to use.
Check your ego dude, you're not that special. I don't need to be a doctor to tell that my brother needs to go to the hospital when there's a bullet in his thigh.
@@chelfynfr, especially whenever they're leaving shitty comments on videos teaching beginners how to do things. It completely discourages them to ever continue pursuing game development. Idk how this is a shock to people, but when you're a toxic, egotistical asshole, people often don't wanna be involved in your community.
Blueprints Vs C++ ❌
Blueprints and C++ ✅
Both are very important. lets say you want to make flickering light actor, you make c++ actor write the code so you get flickering light and flickering with x frequency. Now make a blueprint class derived from this actor, expose variables to blueprint, and now you can customize this flickering light without having to compile c++ code every single time.
also when you do animations its better to use blueprints, you use c++ when you want to implement some kind of logic, like movement....
The real difference is that Blueprints are hooked into the "world" editor, they know everything in that context. C++ is used to create that world(context), but doesn't know the current state of it, so you end up using BP for loading data into C++.
C++ is suited for doing things like forloops, if-statements, and other structured tasks. A tangled mess of a Blueprint can often be converted in a dozen or so lines of C++ code that's much easier to understand.
Blueprints are best suited for tweaking things like animations and character controls. The easiest way to get into C++ is to start but converting something simple you've done in BP over to C++, that way you know what functions to look for in C++.
The hardest thing about C++ is getting the IDE setup (visual studio). It can be intimidating at first, but start with simple small steps, and you'll be fine.
Can we use both for a project. Like I divide the project making most of my mechanics, animations in bp, then I create another project where I work with C++ after that can i import that c++ project to my bp project?
@@bigjaws488 You can use both in the same project, start a c++ or convert a blueprint one into c++, both options are always available.
I would also add that C++ doesn't like invalid code, so you can expect wayy more crashes in the debug process. (Instead of a warning list)
Thanks for the insightful comment. I have JS and TS experience, I would like to create an animated film using UE5. Do I need to learn C++ or is it not a requirement.
@@phantomak3r477 No, you only really to know C++ for certain types of games and simulations.
I know c++ but i don't know how use it in unreal engine 5 😅
Just get used to googling "ue5 C++" plus whatever Blueprint command you're trying to replicate. Ryan Laley has a good beginner series. Then take a look at "Code like me" to learn the work flow.
i don't know c++ but its all i use in unreal lol
learn the Unreal class, actor and components and API
@@lyk80586 you have any playlist? Please
Same...I spent time learning c++ but opening the character class in cpp makes my head hurt.
I'm just starting in all this things and I want to be a sole dev as of now for lack of funds.
The best use I can give to both of them are, BPs as a concept to visualize the ideas in one project, while C++ being used for the refined product and for a more manageable evolution of it.
I see it as illustration, from sketch to concept to the final product. Maybe I'm wrong but I guess it could work. Also it helps to make progress on a project while finishing the studies.
You can build an entire high quality game only using blueprint like Bright memory infinite and cho cho Charles
"Cho cho Charles" is probably the best autocorrection I've ever seen 😭
BP for big things like story and game events(But also for UI)
C++ when it needs to compute fast or operates on a deeper level
I use C++ at work, but when it comes to Unreal Engine, i use both blueprints and c++.
There is a third option: Angelscript. Simple as C and without pointers and silly header files. Also scripts reload instantly and are much faster than Blueprints, close to C++. Doesn't support Interface, but workaround is components and event system.
What exactly is it?
@@AyushVachhani UnrealEngine-Angelscript is a set of engine modifications and a plugin for UE5 that integrates a full-featured scripting language
I think if you master blueprint will be easy to do c++., I usualy start with blueprint and convert loops or math operations into single node .
For my experience you can start making classes like actors or character with c++ Generated by default and create child from it , so you can experiment with blueprint and convert some of nodes into single node specially loop operations or if you like to add extend later for GAS or api calls etc you just use parent class and you done . Is good idea to make c++ at first when you start project and will be better if you put in plugin
From my experience, Use C++ for complex functions and performance then call and hook up those functions in blueprints.
You have to use blueprint even when you know c++,
i think c++ would be easier and faster (a lot faster) to implement complex math functions as blueprintFunctionLibrary c++ to use it in blueprint
another thing when i obligated to use c++ is when i want to make custom actor that do something when i delete it in the editor i have to do it in c++
Another cool feature of doing things in c++ is that your proprietary logic is converted to dll files so when you want to give this file to someone to test it or use it, he will never know how you implement it 🙃 (you can keep the source code if you want)
delay in editor require c++ to prevent the editor from freezing while doing long tasks or calculations (delay node not work in editor)
You can also do multithreading, running blueprint task in background thread, custom nodes in blueprint, custom node in material editors, custom assest, and many other things.
As a solo dev, coming from a 3D animation background who's coding skills are as ancient as the pyramids (Commodore basic + 6502 assembly FTW), It's blueprints all the way baby. I've spent years using nodes for textures and compositing, so it just feels natural. I'm sure there's things I can't do without real coding, but I'm happy to work within the limitations (and I use templates all the time) so I can concentrate on the stuff I actually enjoy, world-building, SFX, animation etc.
BP where possible, C++ where required. UE5 is designed for BP so you should use it literally every chance you get.
i agree as blueprints are code in the engines framework and it knows how to compile it natively, adding in code that isn't coded directly for how the engine natively works can create more bugs. a solo player game should take minimal if any C++ and be mostly blueprints. multiplayer games will require c++ to run faster between host and client, though blueprinting a lot of things in that game is still better than c++ entirely. Currently in 5.3 it is possible to setup a server with blueprints and it seems to run quite well, could be optimized with C++ but in a few years we all know unreal will update it and it will be just as efficient
Both.
Answer is both
I Don't recommend making games in Unreal using C++. Visual Studio's Build errors will brick your UE project in an instant. Unity can open an unbuilt project, at least its functional. with VS you're only one unsolvable error away from loosing all your work.
If you're a solo just stick with blueprints. Small teams without proper programmer might just stick with blueprints. We shouldn't waste time to get that 1% performance and use time to create more good stuffs.
Bro just crushed my dreams of using c++ 😢
@@richoffks do you want to make games or do you want to use c++ to make a game ?
@@dreamingacacia well like I’m trying to do super complex stuff like genetics and generations
@@richoffks if you're making games, genetics and generations in the biology field could be simplified to a few variables. Just ask yourself if you want to make games or try to push the simulation front.
There are many of us whom want to make games but some idiots gooning people to think they should use c++ because of performance issues, when in fact there won't be any performance issues if you're talking about small or medium games or even low-end large games in case people are skilled enough.
If you're a solo and want to make a game, why bother with c++? You want to make games as a solo, just do whatever it takes to make games.
I'm sure my target audience is clear.
@@richoffks If you're that determined to learn C++ then do it. No one is stopping you, it's just a big time sink. If I were you I would start asking myself questions about the scope of my game, is it feasible to be made by 1 person? Are there details that your game can do without?
You don't need to make tiny, generic indie games. But at the same time if the game is too large you might end up working half your life on trivial stuff most people don't care about.
Blueprints are great for prototyping projects fast and efficiently . however you can do absolutely amazing stuff with it, nonetheless.
Regarding C++ i think is better for full fledged projects simply because C++ can give you lots of freedom compared to blueprints . Which in some cases (Even though it's hard to reach it ) you can be limited from using only blueprints in your projects.
In my opinion they're both valid options and both should be used toghether :)
What about no delegates in BP as parameter? Or anything related to source control (i know it is possible, but oh dear...)
Can you use both at the same time? Eg do most in blueprint but maybe try to increase performance in c++?
yeah you could
well, they built the blueprints from c++ code
You know you learned the long way when you're using Blueprints 90% time when you're using the engine for 6 years as you stated... that's why you don't have any big projects but small ones..
i think some of the things you mentioned are sort of true but dont really matter
Happy to have you on yt keep going my man ❤💪🏻🍻
If you are used to write in C# in Unity, will that help in Unreal or is it totally waste?
anything you do in Unity is always total waste
@@Niberspace Facts
Yes, in that it show you're up to the concepts involved. But it's a different language with a different libraries of nodes. Yet Another API.
Hey man, I tried downloading UE5 on my laptop but it doesn't load properly due to low vram of my integrated gpu.
Should I download UE4 since it has much lower requirements than UE5 and also has blueprints??
Then yes
Throw the integrated GPU. It’s not worth it… get a better PC then come back
You’re gonna struggle to make anything substantial in UE5 with an integrated GPU. IE4 is an option, but you can also look into Unity. Visual Scripting is very similar to blueprints in a lot of ways.
I’m not a coder so I learnt Blueprints quite fast, but at some point I wanted to integrate a physics acceleration formula and it was varely usable in BP, so I spent 2 weeks with Chatgpt bruteforcing an implementation in C++, I created a node that can calculate +1000 actors position at run time while Blueprint was sluggish with only 10. Blueprints are definetively one of the best node-based implementations on the market today, but if you need to do calculations at runtime there is this great video that shows the performance comparison:
m.th-cam.com/video/V707r4bkJOY/w-d-xo.html&pp=ygUQYmx1ZXByaW50IHZzIGMrKw%3D%3D
Blueprints have been hard enough to learn c++ seems like it would take forever to learn the basics 😅
both better for Performance and test
c++ take more time
BP bye bye Performance
Is BP as we know it today on borrowed time? Tim said that UE6 is UE5+Verse, they surely won't abandon C++, but what about BP? Will they be left behind? Keeping C++, Verse, and BP might be too much, although there are rumors that Verse will have a Visual Script, so it might just be a 'mere' replacement.
What is the release date of bobo’s playzone
no release date yet but development finished just bug testing then sorting out a date
I wanted to create META++ and OMEGA OS to an AI that makes her own computer language that doesn't read code like a human, more like the matrix code but more complex. Omega OS to let her use every device in the world for her processing power for CERN like simulations on anything allowing nanotech and extended life, digital food, just anything we can imagine would be ours in our lifetime. Life on Mars and beyond through downloading the brain and into a bot. But I donl't know where to start I have no experience in anything so I am looking at blueprint to jumpstart this app worth trillions to sell or open source.
Problem is, people don’t realize that BPs are PROGRAMMING… it’s coding but with all the worst aspects of programming. It’s a fallacy within non-coders that BPs are easier because it is VISUAL. It’s in fact not, once you actually learn to code you’d realize that C++ is far more readable, testable and efficient than dragging and dropping ugly blocks, finding buttons and text in menus instead of simply writing code.
BPs are great for creative sections where you need visual output and input like materials or animations.
I used a program like blue prints for Java in a IDE called BlueJ. Drag and drop coding was meant to teach students logic and basic data structers. I agree 100% it is false to say its not coding.
block are wayyy prettier than walls of text lol
@@TiiAye Go watch a nature documentary if you wanna look at pretty things
@@alphamineron How about I program one where you get eaten alive. Survival of the Prettiest
I've spent 30 years learning/working in 3D animation. I have zero interest in learning to code. It IS easier, because I don't WANT TO LEARN C++ I want to build worlds. I think you really need to have a close look at the axiom "To a man with a hammer, every problem is a nail".
6 years and sill using only BP? Seems like you stagnated and are trying to cope
how you know BP if you doont know c++ i think bp have the same logic right? i think bp its more difficult than coding xd
If you come from a coding background, sure. I come from a 3D background, so nodes are second nature
Why would you bother speaking on this subject when you don't know c++?
I explain that in the video, and wanted to share what I did know
C++. No code in blueprints at all, the better. Blueprints were made for people whom c++ is too hard but want to create games in unreal engine.
How much c++ did you learn before starting
Fair point. I'm one of those people, but it's not just that it too hard, it's fucking boring for an artist/animator. We do not want to do that shit.
@@chelfyn well yes for non-programmer blueprints is the only way. But for programmers c++ is best option in every way. Since blueprints doesnt have some things that only in c++ you can do. Or is just way simpler to do something and more efficient/performant.
@@silentscopez1364 about a 1-2 year+- but then went to college learning useless website stuff and other insane amount of useless things. So after 2-3 years of sad break from c++, i started using unreal engine with only c++. Though plain c++ and unreal engine c++ differs, unreal engine c++ is simpler to use.
The best
the video is pretty bad and shouldve stopped when yóu said you have virtually no cpp experience.
too real
Sorry to here that could you clarify more I may have little experience although wanted to be clear about that and share what I did know
@@UnrealUniversity Getting a bit sick of the holier than thou attitude of some of the coders here.
Check your ego dude, you're not that special. I don't need to be a doctor to tell that my brother needs to go to the hospital when there's a bullet in his thigh.
@@chelfynfr, especially whenever they're leaving shitty comments on videos teaching beginners how to do things. It completely discourages them to ever continue pursuing game development. Idk how this is a shock to people, but when you're a toxic, egotistical asshole, people often don't wanna be involved in your community.
Third option use Godot Engine🤣
unreal engine has no competitors.
@@renisrrenis9225 haha 100% true though