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How We Don’t Write C++ in Unreal

How We Don’t Write C++ in Unreal

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TECHNICAL CONTEXT HOW WE (DON’T) WRITE C++ IN UNREAL We use Blueprints for ALL gameplay systems Make the most of native engine features & tools Follow Unreal paradigms for all systems to get features & tools for free ♦ Properties/Actors/Components/Data Tables/Data Assets/Sequencer/Behavior Trees/… ♦ eg: Battle heavily uses the Sequencer
What it means

A technical presentation slide humorously explains that the team does not write C++ directly in Unreal, instead relying heavily on Blueprints and native engine tools. The joke is the contrast between the serious engineering advice and the blunt confession that gameplay systems are built with visual scripting, making it useful as a reaction to pragmatic or unconventional development practices.

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image
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800×559 · 65.1 KiB
Mood
sarcastic
Language
en
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