![]() ![]() ![]() There's another issue if it's taking you 2 minutes to compile. The performance gain of C++ over C# is not worth it in my opinion. That plugin is paid and also requires Visual Studio Pro. The solution to intellisense (as stated by Epic) is to use Visual Assist. I looked at the community forums and answers hub. There are more things I don't like but there are not C++ related. Then you change 1 line of code in your header files - intellisense needs 15 more mins to reparse = No good for me ģ) You need to stop the editor everytime you want to compile. I waited 15 min for it to parse all files before I could get the intellisense to response. So you don't have decent code completion. Change 1 line of code in any of your headers - wait 2 minutes to compile Ģ) Visual Studio Intellisense can not handle the size of the UE4 project. UE4 and a empty project takes about 2 minutes to compile. But I tried UE4 and it won't work for me.ġ) C++ compilation is slow. It’s like picking up a prefab in Unity, wanting to do certain things, only to find out that the prefab constrains you to do things in a certain way. What has been made, has been made, and unless you write that which has been made from scratch, you’re going to be constrained through methodology and process into a linear way of doing things. When I tried to code in Unity, I hit the proverbial brick wall, and while I think Blueprints can get me quite far, I think that it will turn out to suffer from the usual problems associated with such things. I find that Unity is far more clumsy on the art front, and I can slap together a decent looking level with good looking assets much faster in Unreal Engine than I can in Unity. It’s like picking up a prefab in Unity, wanting to do certain things, only to find out that the prefab constrains you to do things in a certain way.īut on the art front it’s a different matter, I think. ![]() When I tried to code in Ureal, I hit the proverbial brick wall, and while I think Blueprints can get me quite far, I think that it will turn out to suffer from the usual problems associated with such things. And you’re right that coding is easier in Unity than in Unreal Engine 4 because I can use C# in Unity, and I know next to nothing about C++. When I started my new WIP my first instinct was to do it in Unreal, but I decided to do it in Unity Free because, let’s face it, my primary interest is coding. I think that really depends on what you are beginning with. You will have better results in Unity as a beginner. I still don't know how to do simple things like Destroy an object properly (It's not as straight forward as calling Destroy() in Unity)īe real with yourselves before you make the change. If you're a complete beginner to programming, just getting into game coding, or ONLY know C#.I estimate that it would take you 1-2 months before you can even expect to code anything in UE4.and that's if you don't get sidetracked by the other non-coding related tools such as Blueprints and level prototyping. I still run into stupid little errors resulting from learning the API. It took me over 2 weeks to get situated with UE4, pick C++ back up, and learn the API to a level where I can sort of understand what I'm doing and what needs to be done. My point is.it has been a VERY VERY long time since I coded in C++ and I have a decent amount of experience coding in general. I think I do something witty and some other guy slaps me in the face with his more creative way of doing the same thing. I can't even remember all the langues I had to do projects in.and I'm still a crappy programmer at times. I've coded stuff in C, C++, C#, Java, Javascript, ADA, Visual Basic, Assembly. I have a Computer Science degree which doesn't really focus on one specific Language. I started programming with C++ in high school and a small bit in college. ![]()
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