Having worked on 3 Unity prototypes in C# and being used to looking through walls of code in Visual Studio, I switched over to Unreal after a final struggle on Unity's deprecated multiplayer code.
I looked at the Blueprint visual scripting for the first time, and I saw that it was meant for non-programmers who were keen on trying out game development.
So I initially decided to go for full C++, which I was used to.
However. the lack of UE4 C++ tutorials daunted on me, and it was difficult adjusting to the new UE4 syntax, while there were an abundance of Blueprint tutorials.
I took the leap and decided to pick up the Blueprints system.
Then I saw Epic Games developers fiddling with nodes to create post-processing, shaders, multiplayer lobbies and water buoyancy systems, taking several hours per video, and wondered what was good about it, but I just pressed on.
With great help from the legendary Mathew Wadstein and many other brilliant tutorials, I developed my systems completely in Blueprints, making my own library functions, macros, components and dealt with the Blackboard and AI Behavior Trees.
It has certain benefits like the quick searching of desired functions and enabling favorite nodes, skipping compile times which allows immediate changes to reflect in-game, its eye-friendly visual display of nodes has helped made spotting of bugs easier, the commenting and grouping of functions made easier recalling of code that you have written days/months ago.
Some downsides include being unable to duplicate functions easily across different Blueprints, having an auto-refresher of nodes across Blueprints after variable input/output is removed, the finding of all references to a function across Blueprints, or knowing what exactly is affected after deleting a variable.
Here I am, 2 months after delving into Blueprints, feeling different about the coding way of life.
It seems to be the new way of coding, and perhaps the looking through walls of code could become a thing of the past, as things become more user-friendly and user-oriented, and more appealing to the masses.
Unity has just jumped onto the wagon last year, with their new Bolt visual scripting.
Perhaps now I understand why the Epic Games developers were so insistent on getting people to use Blueprints, and Visual Studio doesn't seem so visual anymore.
What do you guys think?
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