![]() In short, it's recommended to use C++ for general core systems and Blueprints for specific gameplay mechanics that extend those systems and need fast iteration for balancing and testing. This guide from Epic gives a great introduction on how to balance both C++ with Blueprints in your project. Visual scripting is meant to supplement text-based programming/scripting, free up programmers from scripting things that can be easily done by content creators. If you have programmers in your team or anybody that spend time partially on C++ programming, you would simply mix both solutions. However, a team of people would typically include a programmer. You might be interested in reading this: Solo dev Gwen Frey explains how she developed puzzle game Kine using only Blueprints ![]() Visual scripting is more compatible with the brains of artists, level designers or writers. And not everybody's mind is able to easily digest text-based programming. ![]() There's a lot to learn in gamedev, so skipping learning of traditional programming language at the beginning would be a huge time-saver. Yes, it is possible to finish and publish a game using only blueprints.Ī blueprint-only project might an awesome way to develop a game if you're a hobbyist, solo dev or simply learning how to create games. It allows people in non-programmer roles to script the logic of the game. Blueprint visual scripting hasn't been designed to entirely replace C++, although it's an amazing form of scripting. Your project should use both, if possible. Edit Page History Report Mixing Blueprints & C++ Blueprints or C++.
0 Comments
Leave a Reply. |