Is Unity C# better than UE5 Blueprints?

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have you ever wondered what it's like to switch to blueprints as a Unity Dev well you're not alone the debate itself has been around for ages Unity versus unreal there has been so much content about it but the biggest problem most people fear is that switch from C to blueprints because it's so visual also it's a big change in how you go into making your code which can make unreal seem daunting at first for most unitive developers but fear not obviously C is a great language and it's very versatile in terms of what you can create because you almost have no limits except the engine itself there is a very big difference between your code and the engine's code which makes it just a bit better for new developers and people who are new to coding to even learn what the engine is all about but for experienced developers it's much more complicated since a lot of developers want to create their own things which makes it way more complicated to Tinker with the engine itself I mean I would definitely say you can get very far with c and create your whole game just using C without even touching the engine code but if you need a custom solution for anything it's going to get complicated really quick I mean that's the whole reason I switched over anyways because I needed a custom good graphic solution which I couldn't get in unity and then after debating for months I decided to switch to Unreal Engine because I just couldn't get some good graphical Fidelity into my unity game without touching the engine code and breaking the engine my initial reaction was that unreal isn't so different from Unity layout wise but in how it functions as a game engine you don't have C which you attach to any game objects you rather have a connection between game objects that you create and references instead of specific scripts on game objects from a logical standpoint on blueprints aren't as far away from actual coding as you might have thought the difference is that you need to think about more of how you connect them and how you organize them instead of how you write the functions and how you optimize it but if you hate visual scripting like I did you probably thought of C++ because unreal engines native support for C++ is just insane I mean can connect visual scripting with C++ which makes it just so much more powerful than just coding and c and attaching it to game objects blueprints aren't everything so at some point you probably need to switch over to C++ for a short time in order to create the functionality you want into blueprints that's the thing about C++ you can just create a blueprint class or a blueprint function and get into into your Blueprints and it will work just fine I had a huge huge problem at some point where I needed to sort an array of input actions which wasn't possible natively from unreal engines blueprints so I tried to switch over to C++ and there was a big problem with that well that's the thing if you use Unity the C support is built in and you need to use it but since unreal doesn't see C++ as a necessity you might need to create the C++ class itself the this doesn't sound bad at first but let me tell you it's been one heck of a r the main difference between C and C++ is that one is a compiled language and the other one is not means C++ needs to be compiled by you the developer this means you have a lot more trouble trying to get it to run than with C in my opinion the start was very difficult even though I've got help from other developers and the unreal Discord and that they showed me some docs I could use to get started it was really complicated to get it to run even with Visual Studio normally you would use something like ryer or visual studio with Ryder being the main component that everybody uses in terms of Unreal Engine C++ compatibility so it honestly took me a couple hours to get started with using Unreal Engine C++ with Visual Studio but in the end it was pretty easy to get started and implemented into the blueprint system that unreal has the only problem I had was that the errors weren't as clear as in unity for example modules needed to be referenced in the build. Cs file which in turn was something I wasn't used to in the unity engine and caused me some trouble when getting started I will also be linking some docks in the description of this video so you can get started with unreal a lot faster I would definitely say that the key difference is how you get into learning the specific language or the specific engine I can recommend that you look into what your personal style of learning is instead of going with everyone else's opinion with unity being easier to learn and unreal better for more experienced developers since it really all comes down to the element of how visually you want to learn if you are a fully visual learner I would definitely say go with blueprints because it's easier to get into and it has a lot of variety in it even though it's not fully complete with for example sorting algorithms missing but if you are more experienced I would definitely say mix around with it and use Blueprints and C++ because you can also switch between them a lot giving you more variety and how you create your game which in turn makes it a bit less boring and redundant if you are used to using blueprints or C all the time I would say this is it for this Dev vog don't forget to wish list my game on Steam and join our Discord in the description have a nice day and see you in the next episode
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Channel: Overload
Views: 4,225
Rating: undefined out of 5
Keywords: c++, free for the month assets, games design, indie game development, how to design games, unreal, ue5, unreal engine, game dev, unity, devlog, game devlog, indie game devlog, game developer, coding, indie dev, indie game, gamedev youtube, unreal engine free marketplace download, indie dev advice, unity vs unreal, unreal engine 4 tutorial, unreal free assets, unreal engine 5 open world, unreal engine 5 racing game, ue5 racing game, racing game, c++ language
Id: VEmKBWBo6fo
Channel Id: undefined
Length: 6min 18sec (378 seconds)
Published: Fri May 03 2024
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