25
votes
Accepted
Do industry professionals building games using UE4 use Blueprints at all, or do they use C++ exclusively?
Yes, professional games use Blueprints.
Some use a mix of C++ and Blueprints. We use both on Dead by Daylight.
One of the great things about Blueprints is that non-programmers can get access to the ...

Almo♦
- 6,678
15
votes
Accepted
What Situations is Saving a Game to Main Memory for?
Sometimes you might want to store your savegame data somewhere else than on the users hard drive. You might offer a cloud save service, for example. In that case you would use ...
10
votes
Do industry professionals building games using UE4 use Blueprints at all, or do they use C++ exclusively?
A little anecdote from outside the games industry: We use UE4 for architecture visualization in VR.
While I'd rather have most things built in C++, we also use Blueprints heavily for all kinds of "...
9
votes
Accepted
What's the difference between UClass and UObject?
In Unreal Engine the base class used for every reference counted or garbage collected object is UObject. UObject is the base for classes like UActorComponent, AActor, APawn, AGameMode, etc. almost ...
6
votes
Accepted
Is there an equivalent of Unity's OnCollisionEnter() in UE4?
I'm not familiar with unreal-4, but perhaps you are looking for OnActorBeginOverlap?
Relevant documenation: https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AActor/...
6
votes
Accepted
Unreal Engine without Blueprints
I think I am in the same mindset as you are.
Yes you can work in 100% C++.
My own project is 95% C++ I only use BPs for instantiating stuff (putting actors to the level) but every single BP of mine ...
5
votes
Do we really need quaternions? In UE4 I rotate without them
Rotating around euler-angles in world-space makes sense as long as you have a concept of a fixed horizon and a fixed "up" and "down" direction (like in a first person shooter).
But in some other ...
5
votes
Why is Unreal Engine Blueprint Editor so slow?
The poor performance in the widget editor appears to be a bug. However, keep in mind that your system does not meet the recommended specs suggested by Epic for developing using the engine;
...
5
votes
Accepted
Why Godot over Cryengine, UE4, Armory3d or Unity3d?
Although usually questions like "what software is better" are off-topic, because the answer is almost always "try them all, and pick your favourite", I think this one could be an exception so I'll ...
5
votes
Accepted
Making a box character in UE4, not a capsule
In C++ you can just destroy the CapsuleCompoennt, however the ACharacter class is intended to use the ...
5
votes
Accepted
Performance cost of creating local variables just for 'readability'?
This depends on how good the compiler is at optimizing the code. I'm inclined to say it is good if not very good.
However, if you want to be sure, you got to do the experiment. Measure both versions ...
5
votes
Accepted
What exactly is different between a string and an FString in Unreal C++?
FString (and all types that are prefixed with U,F,T etc.)...
4
votes
What type of networking archtitecture does Unreal Engine 4 have?
I believe UE4 network architecture is roughly the same as in prior versions of Unreal Engine, perhaps with minor refinements, and goes back to the very first version of Unreal Engine.
This is a ...
4
votes
Accepted
Why does the engine crash when I POST data to a server?
{ and } are not valid URL characters, so your JSON is not URLEncoded. I bet the engine is sending a content type of ...
4
votes
Accepted
How can I load and store JSON data in UE Blueprints?
If you don't need to keep the files in .json, you can simply create a "Data Table", Unreal's desireble method for storing static data. Note that "static" is the key word here, since a data table is ...
4
votes
Nonsense error in the overlap between 2 warriors and a tower
The error message you're getting is that the game is trying to cast to the tower and failing. The Destroy part of your code is also getting run because of the text on screen says so.
You need to ...
4
votes
Set the LineTraceByChannel to use my custom created channel? C++
Well I kind of figured it out, but thought I can post here for any comments in case I am doing anything wrong. Also this might help someone who reads this with same problem.
Basically, I had created ...
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