How We Don’t Write C++ in Unreal
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
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.
presentation screen / экран презентацииtechnical slide / технический слайдprojector / проекторBlueprints diagram reference / упоминание блюпринтовUnreal Engine reference / упоминание Unreal Engineaudience members / зрителиheads seen from behind / головы со спиныwoman on slide / женщина на слайдеred hat / красная шляпаpatterned blouse / блузка с узоромdark auditorium / тёмный залwhite text / белый текст
- @dustinthehead / 30259 2026-03-10
- Type
- image
- Size
- 800×559 · 65.1 KiB
- Mood
- sarcastic
- Language
- en
- Added