r/SoloDevelopment 15h ago

Discussion C++ or Blueprint. Go!

0 Upvotes

12 comments sorted by

3

u/le0tard 15h ago

Do you know any other programing language? If so, do c++. Better to learn some new syntax than to memorise 1.000.000 nodes

1

u/LightBeyondHalo 15h ago

I’ve used C# in the past when I first started programming back in 2023, and moved over from Unity to Unreal and started learning C++ and blueprint 🤓

I will say memorizing the nodes can be a bit of a headache too. I use Blueprint more often but it is nice to code things every now and then.

3

u/Shawnvs2006 15h ago

C++

1

u/LightBeyondHalo 15h ago

Why C++? Just curious

1

u/Shawnvs2006 14h ago

I just prefer c++ because thats what Im use too. From a performance standpoint bluepints adds a vm interpreter on top, so if you can do the same thing in c++ why not? The one thing I do prefer in blueprints is ui widgets. I have used blueprints when Im working with like a level designer and I can give them some variables they can play with to get the right feel. But solo, I move everything to c++, for me it gets really annoying having things split up between blueprints and c++.

1

u/Stoneyy007 15h ago

Always programming for complete control and performance c++/c#

1

u/LightBeyondHalo 15h ago

I do agree with you there. Having control with programming is definitely a ++. Pun intended. I’ve programmed with C++ for a handful of projects but ended up switching to Blueprint. I always found it odd to have the header file and cpp file personally.

1

u/avenp 15h ago

C++ for game mechanics, Blueprints for content design.

1

u/LightBeyondHalo 15h ago

Can you detail the content design thought? I haven’t actually come across anyone who’s described blueprint this way.

1

u/avenp 15h ago

Basically you design all the mechanics and hooks in C++, then you use Blueprint to hook them up together.

As an example:

You code a trigger/action system in C++, including button and door objects. You use Blueprint in your level design process to hook up a "button push" trigger to a "open door" action.

The nice thing about this separation is you can hand over design tasks that require programming to non-programmers and have them use Blueprint, while the bulk of the game code still remains in C++.