> 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.
BPs are amazing for discovering how to use the engine - they provide a sort of guided exploration of things, especially when you don't know what you don't know.
For us they really, really, really broke down when it came to version control, multiple people working on the same BP, code reuse, and refactoring. Arguably, at least some of this was our fault - I think you're "supposed" to do the major coding not in BP and then use BP mostly for really high level stuff, and we didn't always do that.
Anyway, it's been wonderful not having those issues anymore. Gone are the days of changing one thing and then git saying that 100 files have uncommitted changes!