![]() ![]() In a sense, it's more like modding a AAA game than programing it from scratch. When in Unity you would program your way to any feature that is lacking in the engine, on Unreal Engine instead you dig deep in the manual until you find the feature you need, because it IS there somewhere. The key here is to work WITH the engine, not AGAINST it. Not something anyone is expected to do.Īlso, since Unreal Engine has been growing from the experience of making countless games in the past, it has everything you will need included in it in a form or another. ![]() ![]() Programming in C++ is reserved for expanding the engine at a REALLY low level. Instead, you're expected to use their visual language called Blueprint, because you can do EVERYTHING in blueprint at nearly the same performance as native C++ code. You're not expected to program in C++ unless you really want to. There is a visual language but it's a joke and you will end up having to program your own nodes in C# anyway and things like that. In Unity, if you want to do anything, you'll have to directly code in C#. I thought just like you, but now that I have learned a little more about Unreal Engine, I can say that you don't really have to fear the change: ![]()
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