![]() ![]() It also helps to see your code laid out plain text, in a sensible coherent manner, rather than the sea of spaghetti and nodes you get from blueprint. And if you’re making a multiplayer game C++ is kind of a given. If you’re optimizing for performance, C++ runs faster, but blueprint compiles faster. ![]() If you’re an indie developer however, or you’re self employed, then you can get by just using blueprint. This is something you will have to be good with if you’re planning to get work in a big corporation, they will require the advanced techniques. If you’re working in teams, you’ll probably want to go with C++. If you studied computer science in university you’re probably going to want to use C++. Well as I’ve said it’s an advanced technique. But you can’t finish a function and then drag out two wires and send the flow of execution to two different nodes, if you plug one wire into a node, it will disconnect the other wire, so you get a nice clean flow of execution. For instance if you’re using set master pose component node, you can plug lots of different objects into the node, binding them all to the master pose component, you don’t have to remake the node every time you want to plug something into it. That wire can only plug into one location, but multiple wires can end up at the same variable pin. You can call foreach loop from basically anywhere and plug in whatever variable you want to, then pull a wire out of the loop execution pin, get the array element being accessed at that cycle of the loop, and pull a wire out when the loop is over. You can also access all the variables and functions inherent in your gun. ![]() But if you pulled a pin out of your gun’s get node, you can call FireWeapon(). Well when you right click, and start typing that function into the search bar, you won’t find anything. If you were to just right click on an empty blueprint, and try to use an object’s private function like -> FireWeapon(). ![]()
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