Joke Collection Website - Joke collection - UE4 What is the difference between choosing a blueprint and C++ when creating a new project?

UE4 What is the difference between choosing a blueprint and C++ when creating a new project?

The effect is that you can only roam and not play games. . . . .

Blueprint is a node editor, or visual programming, which was not initiated by UE4, let alone any innovation, because this thing has been played badly by the film industry more than 30 years ago. It can be traced back to a video editing software named Avid Media Composer which was born on SGI workstation in the early 1980s.

Since Avid, this thing has become the standard of most movie and television animation software. For example, MAYA, C4D, NUKE, Houndini and other softwares all have their own node editors. The only difference of the node editor in UE4 is that it has a "different name", but in fact, it has changed its form. The following figure shows the node editor of C4D (born in version C4d released by 1996):

Node editor is an artifact for making movie and television animation. Because it allows film and television producers to skip learning programming languages. But playing games with it is more like a joke.

The fundamental difference between animation and games is that, first of all, the order of demand generation is different. . . Film and television animation is to have a script first, and then make animation according to the script. The demand for intermediate links will not change, and the logic of production links will not change. In the game, the player's behavior cannot be predicted in advance, and the demand may change at any time. Therefore, the most direct way is not to set the function that may change the demand, so that players can't make "unplanned behavior", but this can't be called "game" at all, but can only be called "scene roaming" at most.

Second, the tolerance for redundancy is different. . . The logic and redundancy of animation are only produced in the production process, and the finished product itself is just a video file. Redundancy in the game will directly determine the performance of the game. According to the standard of general programming language, all the logic generated by blueprint actually contains a lot of junk code. The project of UE4 needs higher hardware configuration, in fact, mainly because of redundancy rather than "high screen". If the picture quality of Unity project is improved beyond UE4, the hardware configuration it needs will still be much lower than UE4 project. This is the fundamental reason why UE4 project is difficult to transplant to mobile phones and handhelds, while Unity can.

Using pseudocode, for an inaccurate example, if a simple AI logic is represented by code, "If the position of enemy A is within 3 meters of B, B will start to attack."