this post was submitted on 02 Sep 2024
886 points (99.2% liked)
Programmer Humor
32396 readers
1468 users here now
Post funny things about programming here! (Or just rant about your favourite programming language.)
Rules:
- Posts must be relevant to programming, programmers, or computer science.
- No NSFW content.
- Jokes must be in good taste. No hate speech, bigotry, etc.
founded 5 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Unfortunately, those of us that make games in Unreal Engine are stuck writing a lot of C++, unless we want to do everything in BPs (no thanks, they're fine, but it's not coding, and it's difficult to maintain and refactor for complicated projects, they're good for taking C++ components and building bigger components out of the base C++ functionality though).
With that said, UE's support for C++ is decent. Which is, that as long as you tag all your fields, properties, methods, classes, etc. with some UnrealEngine attribute filter (like
UCLASS
orUPROPERTY
), Unreal will handle the memory management of those constructs for you. Which is nice.Unfortunately it has some other limitations to the C++ language that you can't work around, like disallowing pure abstracts because every C++ derivative class based on any UE construct (Actor, Character, Pawn, etc.) has to be instantiatable in the editor. So no pure abstracts and such.
In general, I'd give it a 6/10.
It's still mostly C++, but some of the things suck less.