> So why is Tim Sweeney saying that C++ is replacing UnrealScript for gameplay code?
Blueprints are a weird entity, not really code, but definitely similar.
I think the major difference is they are heavily event based and probably have severe performance restrictions placed on them, which is the major difference. If you want a real time-slice you need to do it in C++.
Blueprints are a weird entity, not really code, but definitely similar.
I think the major difference is they are heavily event based and probably have severe performance restrictions placed on them, which is the major difference. If you want a real time-slice you need to do it in C++.