> I heard Blueprint sucks! > Blueprint actually rules. Look, I get it - why would a visual scripting thing be good? They're all shit! I agree. > Blueprint is the only one that's any good. It's amazing. It will also help you learn the engine. Everything you do there will be applicable to C++. No matter who you are, you should start in Blueprint. It's 100% true that you can build an entire game in Blueprint. Yeah, with…
How do people using Blueprints deal with: - Find and replace a variable - Change a variables type - Merging changes from multiple commits - Refactoring - Finding all references I'm a fan of visual coding and use it extensively in YWDHT but have found the above challenging. I'm curious how Blueprints solves these issues, especially for larger teams.
So You've Decided to Move from Unity to Unreal Engine
51–60 of 152 posts
Re: So You've Decided to Move from Unity to Unreal Engine
#52Data scientist here who spent a couple of years working with Unreal (to produce high end data visualizations). Here are my thoughts > Blueprints suck! Not really. Think of Blueprints like python. Its good for routing and keeping track of things at a high level. Think of C++ as handling things at a lower level. > I heard you need to start with blueprints. Not really. After going through the basic tutorial that Unreal…
Re: So You've Decided to Move from Unity to Unreal Engine
#53Is anyone aware of unofficial (and maybe illegal in some jurisdictions) releases of Unreal toolchain that strips off the Epic Launcher and can be downloaded without making an account?
Re: So You've Decided to Move from Unity to Unreal Engine
#54> Read the documentation on the Gameplay Framework. All of it! Is it just me or is this an unviable learning strategy? My approach for learning anything has always been to follow small tutorials, build an intuition, and only consult docs when I need some specifics.
Nonetheless for just getting to your goal and not becoming really good in something this is not necessary or can be done later
Re: So You've Decided to Move from Unity to Unreal Engine
#55Earlier quoted context omitted.
Just remember how many AAA or big name titles use Unreal as engine. Those can sell millions of copies at 60 per copy. And even if they have much better rate it is still probably half a million to millions a game.
Epic made more than $5bn in profit from 2018 to 2019, according to documentation from Epic's court case with Apple, and $5.1bn in revenue in 2020. https://www.theverge.com/2021/5/3/22417447/fortnite-revenue-... With numbers like that, collecting a half-million dollars from even ten blockbuster games per year is probably not even worth the time and energy it would take; that would be 0.1% of their revenue, which, rela…
I don't think that's in the right ballpark. PUBG has generated about $15 billion in revenue over 6 years or $125 million per year in revenue for Epic.
Jedi: Fallen Order sold 10 million copies at full price in its first four months, netting Epic ~$20 million.
Even an indie game like Stray netted Epic ~$2 million in one month of Steam sales.
https://vgsales.fandom.com/wiki/PUBG
https://en.wikipedia.org/wiki/Star_Wars_Jedi:_Fallen_Order#S...
https://www.gamesensor.info/news/stray
* assuming all these devs have the standard 5% deal and chopping 30% off for marketplace fees where only sales*price data was available
Re: So You've Decided to Move from Unity to Unreal Engine
#56Re: So You've Decided to Move from Unity to Unreal Engine
#57> I heard Blueprint sucks! > Blueprint actually rules. Look, I get it - why would a visual scripting thing be good? They're all shit! I agree. > Blueprint is the only one that's any good. It's amazing. It will also help you learn the engine. Everything you do there will be applicable to C++. No matter who you are, you should start in Blueprint. It's 100% true that you can build an entire game in Blueprint. Yeah, with…
How do people using Blueprints deal with: - Find and replace a variable - Change a variables type - Merging changes from multiple commits - Refactoring - Finding all references I'm a fan of visual coding and use it extensively in YWDHT but have found the above challenging. I'm curious how Blueprints solves these issues, especially for larger teams.
When entire teams are using visual programming tools through the entire dev lifecycle (incl. refactoring and maintenance), wake me from my cryogenic freezer!
Re: So You've Decided to Move from Unity to Unreal Engine
#58> I heard Blueprint sucks! > Blueprint actually rules. Look, I get it - why would a visual scripting thing be good? They're all shit! I agree. > Blueprint is the only one that's any good. It's amazing. It will also help you learn the engine. Everything you do there will be applicable to C++. No matter who you are, you should start in Blueprint. It's 100% true that you can build an entire game in Blueprint. Yeah, with…
How do people using Blueprints deal with: - Find and replace a variable - Change a variables type - Merging changes from multiple commits - Refactoring - Finding all references I'm a fan of visual coding and use it extensively in YWDHT but have found the above challenging. I'm curious how Blueprints solves these issues, especially for larger teams.
> - Find and replace a variable > - Finding all references
I think the basic search tools are pretty good. I can't say I expect find and replace to be super common. I would prefer to do such things one at a time.
> - Change a variables type
I would say you really shouldn't be doing this too often. It's compiling to statically typed code under the hood so this will frequently cause a lot of breaks. You can do it, and it will highlight all the areas where this breaks things (maybe more easily than c++ might tbh). And if the types are compatible, that might mean you have to do the annoying step of redrawing lines to the same var with a new "node" representing the proper type.
> - Merging changes from multiple commits
This is hard and not good. The most difficult part about blueprints.
> - Refactoring
I tend to think this is pretty easy. Maybe easier than in code. I'm a big fan of collapsing all nodes into subnodes. So every individual step becomes one high level node. You can also "collapse nodes" into a function itself. You want to minimize the number of nodes you're looking at any given time so it kind of encourages good practices on itself if you're competent.
Re: So You've Decided to Move from Unity to Unreal Engine
#59> It's free until you make a million bucks USD, and only after that is it 5% gross, and only in quarters where you made more than $10,000 USD. So most folks never end up paying anything. There are no subscription fees or anything. To clarify, if you make a million bucks, and then one dollar, you only owe them five cents. It sounds very fair to me, what are the general thoughts here?
I'm surprised they can sustain such low pricing
Also I don’t think they have that many people working on the engine (they have less than half the employee count of Unity) and it’s probably subsidized by Fortnite revenue to some extent.
Re: So You've Decided to Move from Unity to Unreal Engine
#60Earlier quoted context omitted.
Just remember how many AAA or big name titles use Unreal as engine. Those can sell millions of copies at 60 per copy. And even if they have much better rate it is still probably half a million to millions a game.
Epic made more than $5bn in profit from 2018 to 2019, according to documentation from Epic's court case with Apple, and $5.1bn in revenue in 2020. https://www.theverge.com/2021/5/3/22417447/fortnite-revenue-... With numbers like that, collecting a half-million dollars from even ten blockbuster games per year is probably not even worth the time and energy it would take; that would be 0.1% of their revenue, which, rela…