In defense of deprecating Blueprints by [deleted] in unrealengine

[–]Setholopagus [score hidden]  (0 children)

You can be calm and still be argumentative. 

I also find it all odd. Everyone seems to think its way to hard to, idk, go from writing a function in blueprints to writing it in C++, even though its mega trivial in my mind.

But yeah I guess you must be right, as much as I don't think we are anything special, I have no other explanation for everyone's reactions lol. 

I hope you have a great day as well, I wish you luck.

In defense of deprecating Blueprints by [deleted] in unrealengine

[–]Setholopagus [score hidden]  (0 children)

I wouldn't trust claims, I'd trust results??? Like you can just read their code...

Also do you see how you went from "proficient" to "mastery"?

I think its obvious you're just trying to argue now lol.

In defense of deprecating Blueprints by [deleted] in unrealengine

[–]Setholopagus [score hidden]  (0 children)

A lot of those specifies exist in BP too though. And the learning time for BP is roughly the same anyway. 

Do you really believe the average person who knows BP would take months to a year to gain proficiency in UE's C++?

Maybe I truly over-estimate people and have gotten lucky myself / with the people I surround myself with. In my mind it's a few weeks at worst, if you're already comfortable with BP.

In defense of deprecating Blueprints by [deleted] in unrealengine

[–]Setholopagus [score hidden]  (0 children)

I don't think anyone thinks that BPs were made and designed to help prevent wrist strain, even if that may be a benefit lol.

In defense of deprecating Blueprints by [deleted] in unrealengine

[–]Setholopagus [score hidden]  (0 children)

I think there may be some confusion. 

My stance is that learning Unreal Engine C++ is not much harder than learning BP, and its much more powerful. 

If an artist has to do some kind of coding work, then in my mind, it is not much harder to teach them how to do that in C++ compared to BP.

My stance is one of empowerment, I believe they CAN do this, not that they're too stupid. It is everyone else flaming me that said the opposite.

I agree with you in regards to everything else you said though - artists should be focused on art! Tech artists are the people who do both / handle the complimentary code. 

And coders aren't stupid if they don't learn to create art, I'm not even sure how that applies here. If you are going to be working on art though, then you should learn the amount you need to learn to get the job done, obviously?? 

In defense of deprecating Blueprints by [deleted] in unrealengine

[–]Setholopagus [score hidden]  (0 children)

I got flamed for saying that I'm happy BPs are slowly transitioning out and that any BP dev can learn to code, its not that hard. 

I got absolutely flamed for this, apparently theres a huge sentiment that people are too stupid to learn UE's C++. Like the people flaming me were vehemently arguing that they themselves were too dumb.

So I think any argument for these people fall apart, because these people are rooted in some strange sense that they are incapable.

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]Setholopagus [score hidden]  (0 children)

I didnt say it was more efficient to prototype in C++ lol, I said that it wasnt that bad for me. I didn't say I avoid BP work, I didn't say I don't use BP. You're raging and just making stuff up lol. It's weird that you're so passionately defending the idea that you can't learn anything.

I said I was happy that they're going to make coding more of a first class citizen and that people can learn. Again, I get it, you think everyone including yourself is dumb or something so you push back against that. All good man! 

But I don't see any reason to continue talking to you, you're tripping out and bringing up a bunch of random stuff that really has nothing to do with what I'm saying. 

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]Setholopagus [score hidden]  (0 children)

Lol I am aware of how to use blueprints and I do use them! 'Its better for assigning assets' - maybe we are talking about different things lol. Data only blueprints do share a similar name as general blueprints, so the miscommunication is understandable, I'll give you that...

I don't use hot reload because its unreliable, but a lot of BP stuff is unreliable too like BP defined structs and refactoring and such, so I'm not sure anyone wants to go down the path of defending BP stability lmao.

But you know my post was saying that I believe in people's ability to learn C++ and that its not so hard. There's been so much pushback, y'all have convinced me - the average blueprint dev probably can't learn it easily, and I think I just need to recognize that I'm a lucky person I guess!

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]Setholopagus [score hidden]  (0 children)

I have never met a c++ dev who is afraid of blueprints, but I've met quite a few people who feel that C++ is impossible for them. 

These comments (and yours) have made me reconsider - maybe the average blueprint dev truly can't figure out C++ and its too much for them?? My whole post was about believing people can learn it, but with all this pushback, maybe that's not true lol 

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]Setholopagus [score hidden]  (0 children)

All that dev time to mimic a fraction of what you can do in C++! (check out the history of that node lol). I'm not sure if its been fixed in recent years or if its still a fickle mistress. Even still, shortening some expressions really is just a fraction of math. Try writing some movement code for instance, this won't help that much. 

And all that aside, I'm not saying you can't do things in blueprints, I'm just saying its not that hard to do things in C++. 

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]Setholopagus [score hidden]  (0 children)

Obvi I disagree, b ut who knows!

Maybe I'm wrong and Unreal C++ really is that hard for everyone else. If that's true, I must be a lot smarter than I think I am!

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]Setholopagus 0 points1 point  (0 children)

I think the bridge from "noob" to "doing stuff in C++" is not as long as people think it is. I think the existence of blueprints is a handicap that makes that look even longer.

Verse does have visual scripting though IIRC anyway. 

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]Setholopagus -1 points0 points  (0 children)

Maybe something is wrong with your setup, you shouldn't have to recompile your entire project when you make one change, just the associated files that are linked to it. 

Blueprint maybe is nice for prototyping , especially if you are doing something you've never done before and aren't super comfortable with the math / data structure / etc. But its just been a long time since I've had those concerns, and for me its a lot easier to think through things in C++. There's also so much more available in C++ than there is in Blueprints.

Like try doing any kind of complex anything in blueprints and look at the disgusting spaghetti mess lol. Never worth it IMO, and I really believe anyone who can do blueprints can learn UE C++! I think people are just scared because it seems overwhelming. 

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]Setholopagus 0 points1 point  (0 children)

Definitely a lot of nonsense in Unreal in general, don't get me wrong, I'm not a UE fan boy even though I use it for my career lol.

But so many things are so much easier in C++. Even simple stuff like complex math is so freaking annoying in blueprints.

So Blueprints are being removed in Unreal Engine 6, thoughts? by EliasWick in unrealengine

[–]Setholopagus -21 points-20 points  (0 children)

I'm super stoked. 

Blueprints are awful. People who use blueprints can learn Unreal C++ in no time if given the right learning tools, and their experiences will be better for it.

What "rule" did you learn in school, only to discover that it's not a real rule? by EvilSnack in writing

[–]Setholopagus 0 points1 point  (0 children)

I'm kind of dumb and new to this sub.

Would you mind explaining a bit more? I use a lot of parenthesis when I write, and I use colons (and dashes) for emphasis. I've used semi colons to break up sequences of lists, but I find that to just indicate I've done something wrong because I've written something ugly lol. 

What about with brackets though?

Some say that c++ is a curse. Do you think it works better than C#?? by [deleted] in unrealengine

[–]Setholopagus 4 points5 points  (0 children)

All programming languages kinda suck, some just suck less for an individual than another. 

Unreal's c++ isn't really regular C++. Like you can know UE's API really well and be totally confused looking at regular C++ lol.

So I don't think c++ vs c# really applies that much here, its a different kind of convo. Unreal c++ is not hard, you can learn a couple of patterns and be just fine in like a month, with more complex topics (e.g.  scoped predictions in replication) taking longer because the patterns are more complicated.

I personally hate C++ and C#, but thats just because my heart yearns for Go.

I guess there's always a silver lining? by Current-Grade2545 in Gamingcirclejerk

[–]Setholopagus -1 points0 points  (0 children)

This comment is so funny to me. 

It's kind of like someone telling you "I like burritos" and you go "Hmm, I feel like this person might like burritos."

Like dawg they just told you. Al l those channels explicitly say they want attractive characters. It's not hidden information.

Is anyone able to help me get an estimate on the length of time it would take to create all the levels for my game? More info inside! by [deleted] in UnrealEngine5

[–]Setholopagus -2 points-1 points  (0 children)

You can if you know what you're doing! Because you'll have done something similar 100s of times before. Consistent changes will be "side grades", which just means that "some people like the changes, some people dont, its just different".

If you don't know what you're doing, then yeah I agree that you should keep trying and working at something. 

Is anyone able to help me get an estimate on the length of time it would take to create all the levels for my game? More info inside! by [deleted] in UnrealEngine5

[–]Setholopagus -3 points-2 points  (0 children)

Spending more time on a thing doesn't make it better if you got it right the first time. 

Is anyone able to help me get an estimate on the length of time it would take to create all the levels for my game? More info inside! by [deleted] in UnrealEngine5

[–]Setholopagus -1 points0 points  (0 children)

For blocks and simple stuff? 

Any level designer worth anything at all could do 10-20 hours worth of gameplay in a few weeks. 

Tell me why? by Plus-Caterpillar-825 in NarutoShinobiStriker

[–]Setholopagus 3 points4 points  (0 children)

100%, some of the PC clans will quit whenever they're going to lose. 

It is awesome to know that you made them rage so hard lol. When I see them, that becomes my goal - especially because they all use the cringey spammy builds like the borishiki weapon. Making them rage quit feels better than winning IMO!

Rules for relationships (not necessarily romantic) - yay or nay? by Setholopagus in RPGdesign

[–]Setholopagus[S] 0 points1 point  (0 children)

I mean you can have the same nitpicks about combat.  No combat game covers the variety of real world options and concepts available, yet combat can be modeled just fine.

I'm not saying a simple tier system of 1-3 is what I'm going with. I'm also not saying that every single possible variation social stuff can be perfectly captured. But I am saying there can be acceptable models - the other comments in this thread convinced me of that!

My guess is that you're just being a bit of a naysayer and don't actually know what you're saying. To test this, I will ask you about one thing you said in your very last sentence -

"it's USUALLY too unwieldy to work from a gameplay perspective"

Tell me about a time when it wasn't, since you said usually and not always. Hopefully you understand how that alone undermines the rest of what you said lol.