Blueprints vs C++ - Which One Should You Learn in 2021?

Sdílet
Vložit
  • čas přidán 11. 09. 2024
  • Blueprints or C++? Or, better said, visual scripting or coding? Which one should you use? In this video, we will give that an answer.
    This question is - perhaps - one of the most asked questions by beginners. Blueprints are a great system that can achieve a lot, and has been evolving a lot over the past few years, but can it really compete with C++? The "Blueprints vs C++" debate is not at all straightforward and there are many factors to consider, such as job opportunities. So, today, we'll go over what you should think about before choosing C++ or blueprints.
    Support Nitrogen on Patreon: / nitrogendev
    Sources:
    Video game programmer: en.wikipedia.o...
    Video game design: en.wikipedia.o...
    Credits:
    Getting started with Bolt in Unity! (Tutorial): • Getting started with B...
    Introducing Bolt: Unity's new visual scripting tool | Unite Now 2020: • Introducing Bolt: Unit...
    Intro to VisualScript in Godot 3.1: Beginner Programming Tutorial: • Intro to VisualScript ...
    LITTLE NIGHTMARES II - Story Trailer | Gamescom 2020: • LITTLE NIGHTMARES II -...
    Snake Pass - PlayStation Experience Trailer | PS4: • Snake Pass - PlayStati...
    The Story of Snake Pass - Dev Diary | Sumo Digital: • The Story of Snake Pas...
    Blueprints vs C++ - Which one YOU should LEARN and WHY in 2019 (old video): • Blueprints vs C++ - Wh...
    Contribute with translated subtitles: amara.org/en/v...

Komentáře • 447

  • @markwaterson6045
    @markwaterson6045 Před 3 lety +302

    My teacher told me I can't get a proper job where I live without knowing C++, and that my only option is low paying internet jobs. I've bee going crazy stressing out about it lol, you're a life saver!
    I didn't even search for this you just popped up. Subscribed, thanks for the quality content. Love the mix of design and technique in your channel.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +31

      Although I am not speaking from experience, I am almost certain most studios don't hire exclusively for knowing C++, especially if you consider that one can learn C++ pretty quickly as long as their fundamentals are well-built. So, as long as you have your general knowledge checked, there shouldn't be any problem getting a job without knowing C++.
      Also, I think it's important to let you know that right now I am mostly focusing on design content, and only making technical tutorials if something truly interesting pops up.

    • @markwaterson6045
      @markwaterson6045 Před 3 lety +14

      ​@@NitrogenDev ​ Most game design videos are made by gamers I think. Knowing that you're going on UE4 and doing the dirty work as well makes your ideas about design have more weight. And no matter what I just found a small archive of very relevant tutorials :)
      Thanks for the answer on this & the C# question, I really appreciate it. Gonna start learning general C++ and taking it easy.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +17

      @@markwaterson6045 Just make sure to go at your own pace. Good luck on your learning journey!

    • @Chris_t0
      @Chris_t0 Před 3 lety +13

      Ughh I've never seen a game studio hire someone for "blueprinting" experience. Your teacher is right for the most part.

    • @AMIJOKETOYOU
      @AMIJOKETOYOU Před 3 lety +1

      @@NitrogenDev which will be better c# or c++ , which one do you prefer ?

  • @plagiats
    @plagiats Před 3 lety +308

    Any hobbyist watching this should start with blueprints, they are quite powerful. Move to C++ only when you're not the target audience for this video.

    • @MaksKCS
      @MaksKCS Před 3 lety +24

      I started with coding and was extremely confused by the blueprints, you can do the same with with way less code.

    • @lemns2707
      @lemns2707 Před 3 lety +1

      True

    • @brusch1553
      @brusch1553 Před 3 lety +8

      @@MaksKCS same, I haven't dug into blueprints yet but it looks pretty confusing to me

    • @BlazeZ__
      @BlazeZ__ Před 3 lety +5

      @@MaksKCS lol i took on unreal with blueprints and got confused and i left there after 2 years i took on unity and c# so as curiosity i went back and saw some blueprint tutorial and it was so crystal clear so i gonna pick c++ for sure

    • @MaksKCS
      @MaksKCS Před 3 lety +13

      @@BlazeZ__
      I read your comments twice and still couldn't figure it out

  • @JustZiReacts
    @JustZiReacts Před 3 lety +247

    Being completely new to game development and without any software background, blueprints really help out a lot.
    Do plan on learning C++ soon though.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +44

      That is the right step. As a tip, I recommend starting with plain C++. Diving into Unreal's macro'ed C++ can look scary, so getting used it first is a good idea.

    • @JustZiReacts
      @JustZiReacts Před 3 lety +5

      @@NitrogenDev Thanks for the tip. 😃

    • @markwaterson6045
      @markwaterson6045 Před 3 lety +2

      ​@@NitrogenDev Do you think knowing C# intermediately will help me learn C++? Or should I wait a bit more if just started getting into UE4 recently?
      I'm comfortable with algorithms but I never really used any syntax other than C# and a tiny bit of python..

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +9

      @@markwaterson6045 Previous experience with other languages will certainly help you as long as learnt how to work with object-oriented programming concepts with them. As well, know algorithms will definitely come in handy.

    • @Erik20766
      @Erik20766 Před 3 lety +5

      @@markwaterson6045 once you know one language well it's easier to learn more. You learn to see beyond syntax, and will recognize a lot of concepts. I've only looked at C# but it's looks similar to C++ in syntax.

  • @wiiion1256
    @wiiion1256 Před 3 lety +67

    First of all, Blueprints and C++ need to be used together. Not only C++ and not only Blueprints. Usually developer develop the main feature in C++ and create blueprints that the game designers can use to play around and change settings. This Is the right workflow.

    • @GordonSeal
      @GordonSeal Před rokem +3

      There is no "right" workflow. Right is what works best for the developer and the goals of the project. Not every project needs c++, especially indie-games can and have been made with blueprints only.

    • @ParadoxISPower
      @ParadoxISPower Před rokem

      ​@@GordonSeal He is actually correct, the way unreal is designed so the correct workflow is c++ for the heavy lifting and blueprints for low priority systems, tweaks, materials and animation blueprints, 😂 blueprints run much slower and require more systems resources then cpp code, anyone who cares about performance does it the right way, you suffer from the delusion of thinking your opinions are facts, like most idiots. Do better.

    • @mrcxx8694
      @mrcxx8694 Před rokem

      That's wrong. I'm fed up with this "use both" idea. I'm finding blueprints to be nothing but a right pain. They're more difficult to write and understand and the debugger doesn't work (the break points don't break for example). At the moment I'm trying to find out how to do practically everything in C++. The only one left is animation blueprints. Once I crack that in C++ bye bye nodes and wires. I currently have one that is causing me real problems - can't get it to work.

    • @wiiion1256
      @wiiion1256 Před rokem

      @@mrcxx8694 i get the what you are saying. But as a game designer why most likely not that deep into programming. If you do a project by yourself do it how you like. If not thing about that.

    • @mrcxx8694
      @mrcxx8694 Před rokem

      @@wiiion1256 Er, well you don't need to be deep into C++ to be able to write a game in this engine. I'm reasonably "expert" and rarely have my skills tested.

  • @vrtex17
    @vrtex17 Před 3 lety +62

    What's not being talked about often enough: you can make a game in unreal engine without knowing c++ (if you're a stubborn masochist) but you can't make a game without knowing how to program. People often think (c++ is programming, while BPs are something different". Blueprints is programming, it's just that the language is funny looking. You still need to be aware of overarching structure of the game and how different systems interact with each other. C++ isn't programming, it's just a language. You don't need c++ to do programming, you can even program in scratch. Hell, you can even program on paper. But there's no compiler for programs written on paper.

    • @bitffald
      @bitffald Před 2 lety +9

      Exactly, that's why this dude is plain wrong when he's saying that blueprint is easy, it's sure more intuitive than C++
      But hell, it's visual C++ anyway!

    • @sulphurous2656
      @sulphurous2656 Před 2 lety +5

      @@bitffald If BluePrints is a visual way of getting someone to become familiar with C++ syntax, then I don't think there should be any problem with using Blueprint when you're literally just starting out in a modern game engine like UE for the first time and just want to make a front end menu and a walking simulator ala Source SDK 2013.

    • @F1ashingblade
      @F1ashingblade Před 2 lety +3

      My first computer was a ZX spectrum and BASIC was painfully slow, so I used to write chunks of code in assembly language on paper, look up the machine code for each assembly language instruction, manually poke it into memory & run. If it worked then save to tape and move onto the next bit of code, if not then back to my hand written assembly language. After 2 weeks coding I'd managed to create a nice game menu. After this milestone I went back to 'Chuckie Egg' and that was the end of my attempt to code a Spectrum game in machine code. Just your comment 'no compilers for programs written on paper' made me think of this.

    • @fog8786
      @fog8786 Před rokem

      Not anymore.

    • @Bankie666
      @Bankie666 Před rokem +1

      @@F1ashingblade How your comment takes me back! I wrote a 2 player split screen airplane game (kind of like the airplanes in Atari Combat), and wrote the whole thing (a few K in size) in a notebook before manually looking up and writing down the hex, then poking them all in. It took ages and 2 attempts but it worked. It's one of my greatest achievements but not something many people can really appreciate.

  • @Recycledhero
    @Recycledhero Před 3 lety +42

    The last-minute of this video was some of the best advice I've heard for up-and-coming game devs. Learning blueprints first to understand* how the code works. Then, when it comes to writing the actual syntax of the code, you understand it more easily rather than from nothing. This kind of method/mindset would have made life so much easier when I was first beginning Unreal. Good stuff all around :D

  • @PrismaticaDev
    @PrismaticaDev Před 3 lety +11

    100% agree with both systems working in parallel - I slap together a rough prototype that feels good using Blueprints, my lead developer takes that and re-writes it in C++ (whilst simultaneously removing my terrible programming habits) and then exposes variables/structs back to me in Blueprint, essentially creating a library of functions and classes that I can use to design the game and its world.
    A wise man once said;
    Chillin' out - take it slow
    Then you rock out the show
    You get the best of both worlds,
    Mix it all together and you know that it's the best of both worlds.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +2

      That must be one of the worse parts about blueprints: it's so easy to get into bad habits with them because they're so easy and comfortable to use. But that workflow seems nice as you can focus on achieving something, while someone else focuses on optimizing it.

  • @owencoopersfx
    @owencoopersfx Před 3 lety +26

    Definitely agree. C++ handles everything more efficiently, so you make your base classes and functionality there, but then expose things that will require fine tuning to BP for faster and simpler iterating and testing. It’s utilizing what’s strong about each one in the proper place that makes Unreal’s toolset really shine.

    • @radiospank
      @radiospank Před rokem

      i dont have any exp with unreal but this makes alot of sense to me as a programmer.

  • @macchiatovfx8613
    @macchiatovfx8613 Před 3 lety +17

    As a beginner in game dev, I just went with what I was comfortable with, before starting with UE4, I didn’t have any prior programming experience but still loved UE because of what it’s capable of and Unity just didn’t click for me.
    And in terms of programming, I liked C++ way more than C#, while I do use both languages now, in the beginning I preferred C++ way more than C#.
    So I think in the end, just go with what you’re comfortable with and like best, don’t let the people saying “UE and C++ isn’t for beginners” get to you, if you want use UE and C++, use it.

  • @cryptic7even881
    @cryptic7even881 Před 3 lety +3

    Straight to the point, nothing off-topic, time-saving and ofc a life saver. Love the content. Subscribed.
    Thank you for this

    • @NitrogenDev
      @NitrogenDev  Před 2 lety

      I'm glad to hear you enjoyed this video!
      I also feel it's mandatory to let you know that I no longer make Unreal content. Instead, I learnt that I like game design, writing essays, and being creative, so I decided to fully switch to video essays about game design. I hope that's, too, something your interested in!

  • @keithprice1950
    @keithprice1950 Před rokem +4

    Use both. I found that when I was using Blueprints I was thinking about code. It actually helped me understand C++ better and reinforced my coding knowledge.

  • @quiskeya
    @quiskeya Před 3 lety +27

    For me as artist, I love Blueprint. I even make my first little game, all in blueprints. I try to learn C++, but that thing is on another level. If it was easy like C#, I would still keep at it. That's why I plan to hire a C++ programmer in the future, to help me optimise my project and create plugins if needed.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +8

      Indeed, C++ can be intimidating, which is one of the reasons I hoped Epic would implement something similar to C# in terms of complexity in Unreal 5, but that seems unlikely, seeing as they are doing their own scripting language.

    • @hamud7708
      @hamud7708 Před 3 lety +1

      @@NitrogenDev Wait, will they also include C++ in UE5 or just their own scripting language? (btw what's the language going to be called?)

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +7

      @@hamud7708 From what I know it is called Verse, and I'm pretty sure C++ will still be an option in UE5, as well as blueprints.

    • @Andredy89
      @Andredy89 Před 3 lety +1

      @@NitrogenDev is there a way to get UE5 beta or somth?))) Good news i hope) I basically know C# and way better know PHP, but when I opened scripts in C++ 2 days ago.... Anything but not C++ plz!

    • @Thoriumus
      @Thoriumus Před 3 lety +8

      I don't think C++ is much more complicated than C#. If you are fine with C#, you should be fine with C++. Sure C++ is a deep rabid hole, but the reality is you don't have to dive that deep into it to use it with Unreal Engine. It's fairly high level actually because of all the libraries Unreal offers you, you don't need to do any memory management, etc. Also, pointers are a extremely simple concept. Don't get intimidated by them. Just take some time to understand them and you will start miss them in other high level languages, which don't offer pointers.

  • @Gredran
    @Gredran Před 3 lety +14

    Thanks for the video!
    I notice that for Unreal, lots of the developers use blueprints, even Epic games themselves in their demos for even Fortnite features.
    This is opposite in Unity, at least right now. Maybe it’s because Bolt JUST started being a main part of Unity, and many got used to C#.
    I asked if Bolt was good in Unity and many said they were faster in C# but in Unreal, it seems more equal and even more use the blueprints. Maybe because more all around support?
    Great video though!

    • @Thoriumus
      @Thoriumus Před 3 lety

      Blueprint is a integral part of Unreal. It's actually almost impossible to make a game without touching it. At the very least you will have your anim graph and material graphs.
      And thats why you see it used in every project.

    • @Thoriumus
      @Thoriumus Před 3 lety

      @m o t i The idea was to make the engine more accessible to designers. Coders can create building blocks in C++ for designers to use in Blueprint. Especially map designers profit a lot from being able to quickly and easily script some logic.
      The other big plus is, that Blueprint does not require a long compilation and restart phase. You make your changes and you can immediately see the result. That makes it great for prototyping.
      Also as a coder i can prepare some blueprints for designers, and they can modify them to their needs. It's really a team tool.

  • @NitrogenDev
    @NitrogenDev  Před 3 lety +17

    Hey! I hope you liked this video and found it helpful if you're planning to start with Unreal (or any engine, really) and wavering between the Blueprints system and C++!
    Although this isn't quite the type of video I have been making lately, I am trying to see how you react to Unreal Engine content compared to that, so there will be (just) a few more of Unreal-related videos. But if you're also interested in game design, I recommend hanging around for future design videos like this one: czcams.com/video/BkFBPaDG-Uk/video.html

  • @flaviocampos3581
    @flaviocampos3581 Před 3 lety +11

    Blueprints are good if you have zero experience. Because you start to understand logic and stuff. But once you get the basics it is better to go learn C/C++ syntax so you can start to understand what is going on on the inside, once you mix the logic knowledge and the how to write the code, you will have more control on what to do.
    And once you are good, coding will be faster than BP.
    And every time a new feature comes will be easy to understand because you know coding, so you can get what is going on. And use it in the best way possible for you.
    Takes time but is worth.

    • @mrclint7377
      @mrclint7377 Před 3 lety

      Yeah, for me who just want to create in my spare time and maaaybe, someday, make a finished game I wont even bother with C++ for now.

    • @flaviocampos3581
      @flaviocampos3581 Před 3 lety

      @@mrclint7377 Fair enough

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      For sure. The nice part about learning and understanding C++ is that you can even expand on the engine however you like in case you need something it doesn't offer out of the box. Also, C++ is particularly useful for creating, saving, and loading data and files generated at runtime.

    • @ViDeTool
      @ViDeTool Před 2 lety +1

      takes too much time and its a lot of commitment when its not really necessary unless you are specialized on programming.

    • @kd7542ye
      @kd7542ye Před 2 lety +1

      You can not use Unreal without using Blueprints and that is why Unreal is unusable for me as a C++ developer. C++ in Unreal is used to create blueprints not avoid them, Unreal engine basically mandates the use of blueprints for scripting.

  • @yourmum69_420
    @yourmum69_420 Před 3 lety +2

    Wow, I learned how to use Blender a few years ago (not for 3d animation, but for video editing), and I used those nodes a LOT. There was a lot to learn and I had a lot of issues, but it was more that Blender's UI seemed unfriendly to me, and also my laptop at the time could not handle it at all. Learning what the nodes do and how to set them up, was fun and rather self-explanatory.
    I had no idea that anyone anywhere would consider doing that stuff as "coding", nor would they compare it to learning an actual programming language.
    And now the last few days I've been learning C#, which is actually a lot easier than I expected, but it's still a whole different beast than just playing around with nodes.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      Nodes can be very intimidating - they were for me when I started out. However, I've noticed that people quickly get used to it most of the time, particularly after getting the hang of the UI.
      At any rate, good luck learning C#!

  • @agrume_music
    @agrume_music Před 3 lety +26

    I think learning the core programming language of an engine is the best way to adapt it to the game you wanna make.
    Developpers wanna maybe make some AAA type games, others, more indie, some would love to make fighting game or e-sport games.
    Each styles has their own way to work and, most importantly being optimized.
    For a AAA game, graphics are generally more important than performance as they consider gamers have the gears to make it work at its best. Generally they mix both C++ and blueprint to find a balance.
    Indies more go on some conceptual games, or if they are alone to code prefer 2D assets. They can use only blueprint for this.
    For fighting games and e-sport games, it's different. The games have to run really really smooth. So here C++ is strictly used to code it, blueprint can be used for animations and just for that. E-sport is not story telling, it's pure gameplay, so the game has to be really reactive

  • @conliviu
    @conliviu Před 3 lety +8

    That was a nice one! I think the subject is vast and this video may help people to figure out some stuff and make a decision.
    Good job, well done! 👍

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      This certainly is a large subject that can be viewed from many perspectives. What I have talked about in this video is one of the many, and I'm looking forward to seeing what other people think about it.

  • @gokuvinod2850
    @gokuvinod2850 Před 3 lety +9

    You have improved a lot 😉

  • @DARK_AMBIGUOUS
    @DARK_AMBIGUOUS Před rokem +1

    I use Unity instead of Unreal Engine and instead of Blueprints, we have something called "Visual Scripting" and I learned how to make games with Visual Scripting but I quickly realized that games made with Visual Scripting run soooooo much worse. Each Visual Scripting unit is 190 times slower than C#. That means if you make a game that runs in 60 FPS made in C#, it will run at 0.3 FPS, or 3 seconds per frame if made in Visual Scripting. So I recommend using only C# or C++

  • @vexanna5574
    @vexanna5574 Před 3 lety +6

    I just found your channel and it is sooo helpful. Thank you very much.

  • @vicwaberub5297
    @vicwaberub5297 Před 3 lety +3

    C++ and Blueprints are like Assembler and C++:
    Assembler is faster, but you can't see your assets live in action. Nobody want to compile his game hundreds of times for some little changes in the positioning of an asset ;-)
    Blueprints:
    - great to learn UE4 and his libraries
    - follow the data/asset approach (You see what you... do ;-) )
    C++:
    - open the profiler and you find the bottlenecks of your Blueprints and now you implement it with C++
    - create new low level Blueprints

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      Just imagine the insanity of having to wait for every little change haha. Anyhow, that would be the gist of C++ vs blueprints in a highly-stripped down version.

    • @user-sc5ee9lm9n
      @user-sc5ee9lm9n Před 2 lety

      Who are developing games in assembler nowadays?
      If it is, language will not be the future. But, Nod.

  • @levi83
    @levi83 Před 2 lety +4

    with blueprints you don't have to rebuild the whole project each time you're testing something.. with C++ you get more performance but will have to wait the project to compiile each time

    • @prasannak1999
      @prasannak1999 Před 2 lety +1

      LOL... XD Damn This Compromise...

    • @GordonSeal
      @GordonSeal Před rokem

      The performance benefits with c++ is negligible, unless you build competitive multiplayer or high-level mathematics.

  • @Kinos141
    @Kinos141 Před 3 lety +5

    I've been coding in UE4 since it's launch and code for over 15 years and my advise is to use BP for most gameplay features and use c++ for creating base classes, or plugins for your designers to expand upon.
    If one is worried about the performance, use a profiler to see where the throttling is coming from.
    There are some tips to coding in UE4 that will greatly improve performance in BP as well as c++.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +2

      Fifteen years - that's bonkers. I fully agree with using the profiler to spot bottlenecks and hiccups, such a useful tool in situations like these.
      I was wondering if you have got any specific tips on optimizing blueprints.

    • @timsonss
      @timsonss Před 3 lety +1

      @@NitrogenDev hey Nitro, how long have you been coding in general and in UE4?

    • @Kinos141
      @Kinos141 Před 3 lety +1

      ​@@NitrogenDev It's simple yet effective things like putting most of your persistent code on either the player or game mode classes, since those are nearly ever present during gameplay
      Also, as you may know, AnimBlueprints and Widgets run constantly looking for changes/updates, so it's best to cast to the player from those classes.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +1

      @@timsonss I started coding and using Unreal at about the same time, around three years and four months ago - to be precise.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +1

      @@Kinos141 I see. I have never really thought of it that way, but - thinking about it now - it makes a lot of sense to do that.

  • @PanDiaxik
    @PanDiaxik Před 3 lety +2

    I have some experience with C++ and I find it easier to write code in C++ then use blueprints. But no need for recompilations is great advantage

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +2

      Compilation time is certainly an important factor. I've heard a ton of Unity users tell me that the compilation time of C++ is a huge reason they're not using Unreal, so I can see this translating to blueprint users too.

  • @kd7542ye
    @kd7542ye Před 2 lety +1

    Unreal's C++ is not standard C++. The people who are using C++ with Unreal are generally doing so to modify the actual Engine code not scripting in it. This is a downside of Unreal but it is not practical or even possible to avoid Blueprints as the Engine is directly linked to it.

    • @kdexpressoo6023
      @kdexpressoo6023 Před 2 lety

      I knew that too. Its best if using the engine to look at both. Because it's runs calls from the source scripted engine. I'm not sure if the source can be edited by legal? I don't think so. Maybe not sure. Somewhere in their documentation.

  • @oskarnopl6827
    @oskarnopl6827 Před 3 lety +3

    Love your vids dude, you deserve millions of subs with such good content

  • @264games2
    @264games2 Před 3 lety +3

    If you don't know BP's or C++ start with BP's to learn UE4 and work on the C++ in the background. If you try and learn C++ the same time you try and learn UE4 you will have a tough time.

    • @juniorcomsono
      @juniorcomsono Před 3 lety

      That's exactly what I've been through lately. I'm familiar with other languages like Python, but not C++ and I still need to learn UE. So I've just to get started first with BP

    • @juniorcomsono
      @juniorcomsono Před 3 lety

      @@TheZenytram definitely hahahaha

    • @wiiion1256
      @wiiion1256 Před 3 lety +1

      Don’t learn C++ for UE, learn C++ as it’s own thing. After that learn how to use C++ with UE

  • @shapeletter
    @shapeletter Před 2 lety +1

    Sounds like it could be useful to start with blueprint for almost every new feature and only implement it in C++ when necessary.

  • @XENO_AF
    @XENO_AF Před rokem +1

    I plan on visual scripting because it’s similar to rec room circuits in which I’m familiar with

  • @ParadoxISPower
    @ParadoxISPower Před rokem

    The Correct way is C++ and blueprints in tandem. A good developer will code the heavy systems incpp and do the tweaks and lighter stuff in blueprints i.e. UI etc, animation blueprints are a hybrid as you can code the interface to your character in cpp to improve performance, but the state machines are done inside the blueprints, C++ isn't difficult it just requires a time commitment to learn, and you're going to get addicted to it if you put in the time. Knowing how to use blueprints is essential to Unreal engine and the time you spend developing with them isn't wasted, especially if your an individual dev working without a team. Just keep on learning, never quit never quitting.

  • @Nzzertral
    @Nzzertral Před 3 lety +2

    For an example of how not to use the blueprint system, Dead by daylight is a GREAT example. You can tell the games issues are rooted in the fact a lot of the bugs are hard coded into the game due to this blueprint system and it's not supposed to be able to handle what the game has become and all the content it now holds and it shows. especially on console

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +1

      I vividly remember playing that game on launch and finding lots of bugs, both small and game breaking. It's mind-boggling that they keep adding content in spite of their bugs.

    • @Nzzertral
      @Nzzertral Před 3 lety

      @@NitrogenDev it still has tons of bugs and somehow got MANY licenses for it too. Recently they had added Resident Evil characters for people to play as and it made the game Almost unplayable for console players, but you can tell it all wasn't designed to hold all the content it does now

  • @kappakoi
    @kappakoi Před 2 lety

    ..🔥🔥😊a simple and "STRAIGHT" to the point explanation
    ......nothing verbose
    ........i love, love, love, love this video
    ...........thanks for taking the time to make it🔥🔥✨🔥🔥

  • @Mafla-pk8do
    @Mafla-pk8do Před 2 lety

    I am a solo game developer, I have school and time really runs dry, I have an at least decen experience with Blueprints, while I tried to learn C++, and the best thing I managed to get to, was a printing program with the Sleep indicator, Now I will have 2 weeks of spare time bacause of holidays, and I will try to learn C++ a little more, though I will have to work on the aspects I already know, such as Blueprints, modeling, texturing (HELL), AI, animation and such

    • @NitrogenDev
      @NitrogenDev  Před 2 lety

      I understand, from my own experience, how daunting it can feel to tackle multiple endeavours at once, especially when there also is one as complex as learning C++. It won't be easy, but as long as you focus and organise yourself, you have a good chance at progressing in everything.

  • @marvinmartin6246
    @marvinmartin6246 Před 3 lety +1

    So the only real drawback to blueprints is a slight speed difference? And even then it can he improved. Clearly blueprints is better for beginners .

  • @nahiansharif4200
    @nahiansharif4200 Před 3 lety +4

    well... i know the basics of c++ that i learned from university course, but still i feel like i cant do a thingto get started for making games...i cant even make a basic UI... all i learned was data analysing stuff... there r not even huge numbers of tutorials for c++
    how did u learn c++ for game purpose?
    awesome video tho

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +3

      In my case, it was a matter of trial and error until I partly understood how C++ works in Unreal. It really is all about getting the initial barrier, and then it will start to make more and more sense. Also, hot take: I don't recommend making UI in C++, it's just much easier to use blueprints and widgets for that.

  • @halfbakedproductions7887
    @halfbakedproductions7887 Před 7 měsíci

    It's a tradeoff.
    Blueprint if you want spaghetti and poorer performance (Blueprints are run in a virtual machine of sorts). Also if you want real pain in different parts of the game communicating with each other - you wouldn't believe how fiddly it is to call a function in another Blueprint, or worse still, fire an Event.
    C++ if you want the performance, but you have to know the language (especially Epic's weird implementation of it) and spend time writing and debugging code. It's much easier to share data between different entities and call functions etc.
    Some complex tasks and features also aren't exposed in Blueprint and you have to use C++, but it's unlikely that an amateur or hobbyist would need those.

  • @ocean3291
    @ocean3291 Před 3 lety +10

    Can you do more c++ tuturials pls😁😁

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      I have switched from making Unreal tutorials to making game design video essays, so I don't there will be many (or any at all) C++ tutorials from now on.

    • @ocean3291
      @ocean3291 Před 3 lety

      @@NitrogenDev oh ok :(

  • @PandaJackk
    @PandaJackk Před rokem

    Very informational video. For me it helped to understand the differences between the two languages. I am 23 and working in webdev rn but would like to move to doing something with games preferably. Never having used a graphical language, I was just confused what it brings to the table. Also really like you compared the salary's. Great video overall

  • @vedas4life584
    @vedas4life584 Před 3 lety

    Exactly what I was looking for. Thanks!

  • @yuezhang5551
    @yuezhang5551 Před 3 lety +2

    Thanks a lot! solving my questions now

  • @SmkAslt
    @SmkAslt Před 3 lety +1

    I think the better question is, "Which should you learn FIRST?" Both are necessary to make AAA quality games - which is what most indy game devs are looking to replicate with the unreal tool-set.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +2

      For sure. In addition to being overall more performant, C++ enables you to create a lot of systems you that you couldn't through blueprints, both elements with AAA games need.

    • @SmkAslt
      @SmkAslt Před 3 lety

      @@NitrogenDev yup.
      Too many people want to make games "with blueprints"....like that's not how it works haha you make SYSTEMS in c++, then modify and tie those systems to objects, the game world, other systems, etc with blueprints.

  • @ryanmartin6429
    @ryanmartin6429 Před 2 lety

    Thank you for this. I'm a year late to it, but man, this is helpful, no matter how obvious it seems now.

  • @polyhally
    @polyhally Před 2 lety

    I personally believe it all comes down to preference. I prefer programming in a code editor, while creating shaders with blueprints. I have worked in probably 4 game engines and I by far prefer programming physically.

  • @seligfay7497
    @seligfay7497 Před 3 lety

    There is an opinion that the blueprint slows down only before the game is packed. The packaged game works with the generated byte code and does not know anything about c++ and blueprint.
    Personally, I use it not because of the speed, but because sometimes the blueprint turns into real spaghetti and the text is perceived better. But sometimes blueprints help not to make a wall of text in c++.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +1

      The way blueprints can end up looking is one of their worst downsides for the developer. Obviously, both have their uses, and I think that if something is more readable in the other language, then that's a valid reason to use it.

  • @yadhuvtk
    @yadhuvtk Před 3 lety +1

    Bro I need Your Help I trying to Make Simulation game in unreal for android But I'm Confused How to Create Touchable steering Wheel can you Help me ?

  • @papermillgames
    @papermillgames Před 3 lety +1

    Blueprints 😍 Great video!

  • @ninjasoraxx2
    @ninjasoraxx2 Před 2 lety

    There is a question that hasnt been asked from what I tried to research. I know you can use both blueprints and C++ in a single project and they are said to work hand in hand with each other. But, my question would be why or where would i need to use a language when a node covers an issue that would take 10s of lines of code to write and type to implement within gameplay? For example a weapons system you can create a Baseweapon Actor type, then have the functionality within that blueprint, then create children of that blueprint to different weapons each with their own functionality ie a pistol or rocket launcher or gun that shoots water or lazers (you get the point). what would be the purpose of implementing C++ when the system is already solved by Blueprints?

  • @sambaoleck295
    @sambaoleck295 Před 2 lety

    Great video, that help a lot!

  • @CyberRazeR
    @CyberRazeR Před 3 lety +3

    True i started with C++, although I'm from a Computer science background and it took me 9 months to learn both C++ and Blueprint from Scratch and aim still Learning.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +4

      That's definitely a lot better than me haha. Were you well-acquainted with C++ from before or did you have to start from zero with it?

    • @CyberRazeR
      @CyberRazeR Před 3 lety +2

      @@NitrogenDev I was a little familier with the oops and programming languages concepts learning in college may be that help me a bit there ☺️

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +2

      Most definitely haha.

  • @vashisth_vks
    @vashisth_vks Před 2 lety +1

    Can i use both c++ or c# and blueprint in single project in unreal engine

  • @Tripeefy
    @Tripeefy Před 2 lety

    can you make mobile apps instead of a game with unreal engine? like there are menus for the game, now imagine there is no game and its just the menu and buttons.

  • @lordkiller977
    @lordkiller977 Před 3 lety

    Great info, dear. Than you so much!

  • @foresight9688
    @foresight9688 Před 2 lety +1

    i normally use unity when making games and i'm quite accustomed to the c# programming , i wanted to give unreal a try and just wanted to know if the c++ syntax is similar to c# cause i prefer writing out my code but i don't want to waste too much time learing an entirely new programming language from scratch

  • @aerodanar
    @aerodanar Před 3 lety

    I'm in a weird place where if I'm going to design an algorithm, I'm going to basically write it in sloppy C++ (because I've learned some basics from working with Arduinos). Meaning, I'll probably end up using code for more complex scripting, but for simple stuff (like simple materials) I'll probably stick to Blueprints.
    However, I am a little intimidated by all the Unreal-specific coding stuff I'll have to get used to in order to plug my algorithms in and have it actually work. They'd probably be a mess to create in Blueprints (specifically, right now I'm working on making a procedurally generated map, and there will be three levels of nested "for" loops).

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      Definitely use C++ for procedural generation. You may see a lot of people use blueprints, too, but you might want to future-proof your system with C++ if you ever want to scale the map.
      Also, blueprints are perfect for tweaking materials and other details alike. There's no reason to complicate your setup with C++ where it's not necessary.

    • @aerodanar
      @aerodanar Před 2 lety +1

      @@NitrogenDev valid point. It seems to be harder to find good tutorials online for C++, though I imagine the algorithms will essentially be the same.

    • @NitrogenDev
      @NitrogenDev  Před 2 lety

      @@aerodanar Definitely. Conceptually, algorithms do not change between languages. However, if a certain language doesn't have, say, a particular functionality that the algorithm needs, then it obviously won't work.

  • @mouthpiece200
    @mouthpiece200 Před 2 lety

    My brother knows Blueprints and I want to join in and help him. Should I learn CC++ to give more variety to our skills or learn Blueprints so we're on the same page? We're gonna be making games.

  • @shmuelisrl
    @shmuelisrl Před 2 lety

    I like the term spaghetti because I always like to call the lines noodles. I think that's the correct terminology

  • @Gehay
    @Gehay Před 3 lety +7

    Hello,thank you for the informative video!

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +1

      I'm happy to see that you enjoyed it.

  • @bluestildawn3351
    @bluestildawn3351 Před 2 lety

    Very helpful and informative. I am a designer so Blueprints it is! Great class!

  • @FoxoticTV
    @FoxoticTV Před 2 lety

    Can you provide some resources for getting started in C++ Been using blueprints for over a year now, and ready to try more scripting

  • @longuemire748
    @longuemire748 Před 2 lety

    Thank you,
    I've always heard that there is a risk of killing your computer with c++. For example if you create an array, c++ allocates space but does not handle overflow. Is this true?

  • @fdevstudio5692
    @fdevstudio5692 Před 2 lety

    "documentation is your best friend"
    Good quote

  • @ClouD4CS
    @ClouD4CS Před 3 lety +3

    You say that Blueprints need a VM to run and slows down the game you mean load time , lower fps ??

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      I meant to say lower frames per second.

    • @aggelosbakir5411
      @aggelosbakir5411 Před 3 lety

      just dont use tick ( or use few nodes)and all ok i had never problem with bp and all my games with performance in mobile at least though after 5 years i should have knew c++

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +2

      @@aggelosbakir5411 There's a bit more than that to it, such as which nodes you're using (for instance, spawning a class from blueprints is a lot heavier in comparison to other nodes), and you have to pay close attention to how often you call these nodes.

    • @aggelosbakir5411
      @aggelosbakir5411 Před 3 lety

      @@NitrogenDev true like get all actors of class with tick is a comon trap

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +1

      @@aggelosbakir5411 Certainly not something I have done myself, nope...

  • @Hy1a_
    @Hy1a_ Před rokem

    If I have a decent amount of both Java and Python experience, how challenging is it to learn C++?

  • @vaibhavjaiswal799
    @vaibhavjaiswal799 Před 3 lety +1

    I want to learn C++ for Unreal but there are very few tutorial out there.
    If you have to start learning C++ for unreal from where will you learn, any tutorial to suggest.....please

    • @igorthelight
      @igorthelight Před 3 lety

      There is almost zero tutorial:
      * Learn Blueprints and hope that you could use C++ just by learning it (without special UE tutorials)
      OR
      * Use Godot or Unity instead

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      Indeed, there aren't that many C++ tutorials out there, but from my experience, most of them will be at least a helpful starting point. A huge part of being able to use C++ in Unreal is knowing how to use C++ outside Unreal as well. If your foundation of C++ is solid, then using it in Unreal shouldn't be any harder than learning blueprints.

    • @wiiion1256
      @wiiion1256 Před 3 lety

      Learn C# or Java. Remove the idea of making a Game. Start making little simple programs an try every time something harder. If your think you are good one of these languages go down in c++ and do the same thing. If you than comfortable with the language you can start making games. As Tutorials I would recommend The Cherno C++ series. It’s not a „how to make a game in c++“ series it’s more like a how c++ works.

  • @digimikeh
    @digimikeh Před rokem

    Learn C++ all the way, Blueprint is good for prototyping, but when you need to go further in a larger project.. BP is going to confuse you, nothing like a clean C++ code.

  • @Andredy89
    @Andredy89 Před 3 lety +3

    I have a background of (webdev) including PHP, also learned C# a little just for the sake of developing small apps for my PC and to know it in general. Since 2021 i switched to solo gamedev and now i'm learnin the C++ language.... it's a hell! You can't even declare a function on the go! That's soooo uncomfortable and distracting. So, despite that I'm not new in coding, i decided to -learn C++ at basic level- to wait for "Verse" in UE5, and go with BP as long as the game performance is well, only use C++\verse in math algorithms and in case of performance leaks.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +2

      Learning even the basics is much better than nothing at all, so good job on that! Indeed, C++ can be very verbose from time to time, but that's why it's a good language: it's very flexible. At any rate, we have yet to see how good Verse is compared to blueprints as well.

  • @etopowertwon
    @etopowertwon Před 2 lety

    Both. I find it's much easier to find functionality using Blueprints than C++.
    Also compile times. Aggh. In C++ it's awful. And you need beefy machine with tons of memory to utilize your cores. For example, my 64GB 16 threads machine can't use 16 threads to compile 16 files at once: I run out of memory, if I have youtube in background.
    Problem with BP is after certain point they become mom's spaghetti and no amount of macro or rerouting can change that.
    They also don't have constant to speak of. E.g. you can't define VALUE=150 and bind it to several properties in property window as initial value.

  • @benblaumentalism6245
    @benblaumentalism6245 Před 3 lety +2

    Is there a downside to nativizing Blueprint prior to packaging?

    • @Thoriumus
      @Thoriumus Před 3 lety

      Some things may not work as expected when nativized. I don't have a lot of experience with it, so can't give you more precise information. You just need to carefully test if they behave the same nativized as in VM.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      The worst case possible is that compiling your code will not work as intended (or at all). That's why Epic recommends only partially nativizing blueprints that truly require it.

  • @gerdokurt
    @gerdokurt Před 3 lety +1

    I didnt realise that there is something to learn about visual scripting.
    On the other hand, c++ should be avoided by everyone without deeper knowledge about programming. So, no offense, like 99% of people who play around in UE engine and watched this video(including me, at the end of the day!) .
    In the most cases, using c++ is like cracking a nut with a sledgehammer.It has many features you most likely not take any profit from but the issues they cause.
    Ok, 10 years passed, but my professor (he was also code reviewer and adviser for many big companies) always said that he practically has never seen a properly, in c++ written code.
    My recommendation:
    Wait for the UE specific scripting language that should come with UE 5. They dont implement that without a reason. They know that the amount of people who can acutally handle c++ (not people who think they can!) is too small for their plans with the engine!

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      I completely agree with not touching C++ unless you know what you're doing. It's really easy to mess up a C++ project, which might even leave you unable to open the project.

  • @GordonSeal
    @GordonSeal Před rokem +3

    The performance difference between blueprints and c++ is near non-existant in most cases and won't be noticed for most functions in an indie-game, especially a singleplayer one. C++ should be used for competitive networking or high-level mathematics, with everything else one can use blueprints and be completely fine, it's not 4.1 anymore.
    This culture war between what is better is just stupid, use the tool that makes you prototype and create content faster. At the end of the day, you can be a c++ genius and still never finish your game, while the blueprint-only dude makes a successful title in a year or less.

    • @halfbakedproductions7887
      @halfbakedproductions7887 Před 7 měsíci

      I just find Blueprints turn to spaghetti after a while. It's also notoriously fiddly and temperamental to share data, call functions, fire Events etc. between blueprints.

  • @bRuHIsHere.
    @bRuHIsHere. Před 7 měsíci

    My personal opinion..
    Unity C#: very easy to learn the language, but Unity doesn't have a beginner friendly interface to work with.
    Unreal C++: Steep learning curve, but an interface specifically designed to be user friendly.
    But.....
    ...
    Unreal's blueprint system: GOD LEVEL LORD HAS SAAVED MEEEEEEE

  • @VskutkuTrigen
    @VskutkuTrigen Před 3 lety +1

    any good starting point for blueprint learning ? I dont care about c++ for now :D If I ever find stuff not working I will look more into that... not now tho sounds way harder than it needs to be :( :D

    • @Andredy89
      @Andredy89 Před 3 lety

      find some course on UDEMY about BP

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +1

      I always recommend just using CZcams and the docs provided by Epic. Nowadays, I am pretty sure Epic made their own courses, so it may be worth giving those a try. Other paid courses may be helpful, but I think you should first try the free methods.

  • @shawanafawad200
    @shawanafawad200 Před 3 lety +1

    How to learn blueprint scripting and please share resources to learn it

  • @openroomxyz
    @openroomxyz Před 2 lety

    I know C#, and I am using Unity, now I am in the parth of learning Unreal, and I am thinking if I should or should not learn C++. I am awere how complex is C++, actually i am Unsure if anyone knows whole C++, the bibble book of C++ is 1000s of pages long. Maybe I am missing something.

  • @musikalniyfanboichik
    @musikalniyfanboichik Před 3 lety +2

    wish someone made a proper video comparing bp vs cpp perfomance

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      There's this czcams.com/video/V707r4bkJOY/video.html and czcams.com/video/8gVixDglpQ4/video.html videos. I suppose you have already watched these, but if my assumption is wrong, then I recommend giving them a watch. Alas, they don't go in-depth, but could give you an idea of how you could try this yourself.

    • @musikalniyfanboichik
      @musikalniyfanboichik Před 3 lety

      @@NitrogenDev wow, thank you. i appreciate this. yes, i have watched these, i just didn't know if these videos are credible + relevant :) saw ppl complain in the comment section of the first one i believe.

  • @Zoran_Zivic
    @Zoran_Zivic Před 3 lety +14

    Great video Nitrogen.
    This days I have been watching C++ and Blueprint tutorials parallel. I'm an architect fascinated with UE4. Last year I first learned how to properly unwarp 3D model, how to import it in UE4, spent days learning light techniques in UE4, learned animating with cinematics. I made my first animation using older architectural projects(3D models) for practice. Made my first application using tutorials and applying them step by step in my projects. And now it is time to properly learn Blueprints and hopefully C++, so I don't have to watch and pause tutorials on one monitor and copy blueprints on other in my projects no more.
    Nitrogen thanks a lot, your tutorials were very helpful for me.
    After one and a half year from being a total knob in UE4 this is how far I got.
    Interior:
    czcams.com/video/6P83LJP95Io/video.html
    Exterior:
    czcams.com/video/MhFtdc6OAzk/video.html

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +5

      That is absolutely brilliant! The compositions are awesome, you nailed the lighting, and the post process is simply great. My only piece of critique would be turning down a bit the cinematic bloom on the interior scene because - to me, at least - it feels a bit overwhelming in certain moments, such as around 1:24. But, other than that, it really is fantastic, great work!
      As well, good luck learning both blueprints and C++. It's going to be a tough journey, but I'm sure you'll get there!

    • @naibaf99
      @naibaf99 Před 3 lety

      @@NitrogenDev saw your videos and they are awesome!

  • @syntaxed2
    @syntaxed2 Před 3 lety +1

    Why are you comparing a visual scripting system to a programming language?

  • @moonister
    @moonister Před rokem

    So are you trying to say that I should design my entire game with blueprint first, then remake it with c++?

  • @modistin3158
    @modistin3158 Před rokem

    Can you make a game by only useing blueprint? Or will it run to slow?

  • @brandoncpt9982
    @brandoncpt9982 Před 2 lety +1

    1:17 dying light lockpicking?

  • @owaiskorejo4471
    @owaiskorejo4471 Před 3 lety +1

    what did you use to learn c++?

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      Mostly C++ docs and a few auxiliary sites like SoloLearn and GeeksForGeeks.

  • @cvrrvc625
    @cvrrvc625 Před 3 lety +3

    How much time did it take you to learn C++(just basic without libraries)?
    And How much time did it take to learn theory of gamedev?

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +2

      I can't really say I "learnt" C++. There's a lot to learn even without libraries, and I'm sure I have barely scratched the surface in reality. But, to get myself to understand code and be somewhat able to write it myself, I would say around one/two month(s) for the basics.
      As for game development and design, it is all a continuous learning process of reading articles and books, studying games and design philosophies, and developing or at least creating a mental map of how a game would work.

    • @freexmangaming4782
      @freexmangaming4782 Před 3 lety

      @@NitrogenDev Hi bro, nice video, did you study computer science?

  • @The-Dev-Ninja
    @The-Dev-Ninja Před 3 lety +2

    Thanks

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +1

      I hope the video helped you.

    • @The-Dev-Ninja
      @The-Dev-Ninja Před 3 lety +2

      YOU Are Amazing! (the video contains some amazing smooth animations, you can speak, nice content)

  • @dhruvrajsinhjadeja-vfxarti3085

    Thank you very so much for this info sir :)

  • @shivamchaturvedi9721
    @shivamchaturvedi9721 Před 3 lety +1

    I have learned c++ quite a bit and I want to learn unreal engine , which way should I go know. thanks for help.

    • @fifapesmobile4370
      @fifapesmobile4370 Před 3 lety

      BP

    • @fernwaerts
      @fernwaerts Před 3 lety

      I would strongly suggest to start with blueprints to learn the core mechanics of the engine. Switching to C++ later on is easy, specially if you are familiar with C++.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +1

      As fernwaerts mentioned, I think starting with blueprints will help you a great deal to get the ropes of the engine faster.

    • @shivamchaturvedi9721
      @shivamchaturvedi9721 Před 3 lety

      Thanks

    • @wiiion1256
      @wiiion1256 Před 3 lety

      Both at the same time. Only that way you understand how to use the Engine at it’s fullest. And the most important read the official Documentation.

  • @omfgihopethisworks
    @omfgihopethisworks Před 3 lety

    As a beginner in both game development and programming, should I start with Godot and GDScript to learn basics or should I go straight to blueprints in UE and later move on to C++. I feel in the long run, Unreal Engine is what I will focus on in my future career. Great video and thank you!

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +1

      If you're sure you want to use UE4 in the future, I would recommend starting directly with it. While Godot might come in handy to learn basics of scripting and design, Unreal can teach you that as well -- although in a slightly rougher manner.

  • @chadfranklin47
    @chadfranklin47 Před 2 lety

    Great video! But... what songs?

  • @SaitamaMixed
    @SaitamaMixed Před rokem

    Well according to your opinion I will start with blueprint first cuz I alr know c++ by idk how to use them in unreal engine since there are more inbuilt features of c++in unreal so I will learn them later after learning blueprint and creating a game with blueprint

  • @publicmmi
    @publicmmi Před 3 lety

    So if you are proficient with C++ and blueprints then the answer is to use both but mostly C++ for "complicated stuffs" and blueprints for higher level fast prototyping stuffs? I blueprints with lots of content tend to look like spaghetti and be undreadable.

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      Generally, yes. However, you can keep complex systems in blueprints as long as moving them over to C++ wouldn't save a noticeable amount of performance.

    • @wiiion1256
      @wiiion1256 Před 3 lety

      BP are there two tweak and change stuff that you written in C++. Like you would code a Weapon firing in C++ but can change the Range in BP.

  • @Cyberdemon1542
    @Cyberdemon1542 Před 3 lety

    What if as a designer you make the game sysems with blueprints and then you hire a programmer to write it for you?

    • @NitrogenDev
      @NitrogenDev  Před 3 lety +3

      While that's double the work and a possible waste of money, it should yield the same result as writing it in C++ from the beginning.

  • @clintmontgomery5645
    @clintmontgomery5645 Před 3 lety +1

    if you are already familer with a C language sintax like C# how difficult will the translation to C++ be and should I bother learning Blueprints?

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      Although the C# syntax is similar to that of C++, they are vastly different languages. For instance, C++ uses two files to create a class instead of one. Though that's not to say knowing C# won't be helpful at all. However, I have very little experience with C#, so take what I said with a grain of salt.
      And yes, you should definitely learn blueprints!

    • @alixey59
      @alixey59 Před 3 lety

      Take C#, remove Garbage Collector, add some weird and clunky syntax like 'std::cout

    • @wiiion1256
      @wiiion1256 Před 3 lety

      @@alixey59 That thing with Garbage Collection is not right. In C++ you can instantiate object on the Heap and the Stack. Everything you do on the Heap you need to clean up after. The Object on the Stack deletes themselves after you get out of scope.

  • @gargamel6480
    @gargamel6480 Před 2 lety

    i tried normal coding in unity, after 2 week i was able to do a code to shot down my pc in notebook in batch code, dunno how ive get there

  • @markbevan5771
    @markbevan5771 Před 3 lety +2

    I find being time poor blueprints has been very helpful for me. Can you go more in depth on how the VM can slow down a game maybe some comparisons ?

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      I don't think I'll make a video on that, but you can try it out yourself by writing the same piece of code in both C++ and blueprints, and measuring the time and - respectively - the time difference.

    • @AlbertonBeastmaster
      @AlbertonBeastmaster Před 3 lety +1

      Someone already has.. the difference was negligible

  • @unreallearninggg6508
    @unreallearninggg6508 Před 3 lety +2

    suggest some ue4 lectures please..
    with c++

  • @bitffald
    @bitffald Před 2 lety

    Making logic with blueprints can be tedious, hard and complicated too, especially whan you have to do big and complex things, making games and using engines is never an easy thing, it's always about learning (a lot!) ans problem solving

  • @DynamicalisBlue
    @DynamicalisBlue Před 3 lety

    Just came across this.
    You have to be very careful with BP because of this specific situation:
    1. Made an edit to your BP.
    2. Saved your BP without compiling.
    3. Close the editor.
    Reason why is because UE4 for some reason, allows invalid BP to be saved. Usually this isn’t a problem because if you were to Compile, it will tell you something is wrong with it and so you can fix it.
    But if you were to close the Editor without compiling, as soon as you open the Editor again, it will auto-compile your invalid BP - making your BP basically useless.
    This happens with C++ too. But the crucial difference is that C++ can be edited and compiled outside of the Editor. BP can not. The Editor is required to edit BP. But opening the Editor causes the invalid BP to basically kill itself.

    • @GordonSeal
      @GordonSeal Před rokem

      This isn't really a problem because the editor throws an error message at you (when you run the level), telling you that you are using an invalid blueprint in the level.

    • @DynamicalisBlue
      @DynamicalisBlue Před rokem

      @@GordonSeal I forgot to mention that it's specifically when you do something in the construction script (since that gets executed during project load). Sorry about that.

  • @hilaritytank
    @hilaritytank Před 3 lety +1

    Are blueprints good for getting any jobs?

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      Although they alone may not be enough, they're handy in a lot of positions such as level/environmental designer, game designer, and maybe even for those that create in-engine tools to help developers. There are probably other jobs that may put blueprints to good use, but I think that changes with each workplace.

  • @AMIJOKETOYOU
    @AMIJOKETOYOU Před 3 lety +1

    which will be better c# or c++ , which one do you prefer ?

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      My experience with C# is little to none, so I'm can't give a proper opinion, but I would probably say C++ as it might teach you more low-level concepts than C#. However, I might be mistaken.

    • @igorthelight
      @igorthelight Před 3 lety +1

      C# pros and cons:
      + Easy to learn
      + Automatic memory management by using garbage collector
      + Understandable syntax
      + Easy to use standard libraries
      - Require CLR (basically a lightweight Virtual Machine)
      - Uses more RAM and CPU
      C++ pros and cons:
      - Hard to learn
      - Manual memory management (there are things that could help you)
      - Syntax is from 1970s
      +/- Good standard libraries but sometimes confusing
      + Don't require any Virtual Machine
      + Use less RAM and CPU and generally faster
      So my advise would be: for Desktop applications and small games use C#.
      For big games or big professional programs use C++
      For creating drivers use C

  • @soliderarmatang5664
    @soliderarmatang5664 Před 3 lety +2

    I learned a lot from this, thank you!

    • @NitrogenDev
      @NitrogenDev  Před 3 lety

      No need to thank me, I am happy to see the video was useful!