slowly getting used to rebuilding some systems and getting more knowledge on how blueprint coding works, since that honestly is pretty much the main way Unreal wants you to do things.
And I feel that a lot of my frustrations come from how the blueprint architecture is structured. Now it's not the actual scripting itself that's bad. In fact, when you get used to it, it is pretty intuitive for most things. I'm talking more about what's behind the hood in regards to it being so decoupled from Unreal's Native C++ architecture. And C++ usage seems to be designed to be used very minimally. It's not the same as something like game maker with its 2d visual scripting that is tied with its own proprietary language.
It feels strangely disconnected from C++, and I don't think I'm alone in this. Tons of people on unreal forums have had the same issue with C++/blueprint structure. Especially when you're trying to make more modular/decoupled systems. I'm sure most of this will be alleviated over time as I go through Unreal more, because the basic features it already has as far as any other game engine are amazing. I just really don't like how.
But man, if they released something like a " Verse scripting language beta," I'd the be the first mf inline.
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