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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    1. Yuri Belleri‏ @ZioYuri78 12 Jan 2019
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      #ue4 it would be nice if @TimSweeneyEpic joins the discussion about considering adding some intermediate script language between C++ and Blueprints. https://www.reddit.com/r/unrealengine/comments/aezhdv/it_seems_people_at_epic_are_considering_adding/ …

      4 replies 1 retweet 6 likes
      Tim Sweeney‏ @TimSweeneyEpic 12 Jan 2019
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      Replying to @ZioYuri78

      We’re discussing this a lot internally. We like the idea. We see it as a decision that’s binding for a decade or more so we are cautious about quick patchy decisions.

      2:48 PM - 12 Jan 2019
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      • Michael Sartain Alé Segovia NO GODS NO MASTERS Matt Suiche @ #OPCDE2020 Gore Sebastian Krause Adam Rosenberg Colin King tivrfoa
      8 replies 0 retweets 35 likes
        1. Yuri Belleri‏ @ZioYuri78 12 Jan 2019
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          Replying to @TimSweeneyEpic

          This is comforting to know, thanks :)

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        1. Garrett Fleenor‏ @RoyAwesome 12 Jan 2019
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          Replying to @TimSweeneyEpic @ZioYuri78

          I dislike the binary nature of blueprints and the difficulty they present when merging changes. An intermediate language (like C#) would be really nice. I would stick to a major language though, as you get the benefit of industry knowledge for people trying to learn it

          0 replies 0 retweets 2 likes
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        1. Sam Afshari‏ @samafshari 12 Jan 2019
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          Replying to @TimSweeneyEpic @ZioYuri78

          Two things I like to see in UE that would convert me away from Unity: A more polished editor UI and C#. ZZT was the first engine I made a game on, and I'd love to convert to Unreal

          0 replies 0 retweets 1 like
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        1. Hue Henry, PhD‏ @Hue_Henry 12 Jan 2019
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          Replying to @TimSweeneyEpic @ZioYuri78

          Great news. I was talking with @Sam_Deiter about this concept at GDC last year. If Epic ever wants input from an education / "how people _learn_ programming" standpoint I'd love to be a part of the conversation. I could even get some student teams to build prototypes.

          0 replies 0 retweets 0 likes
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        1. Jan Kavan‏ @CBEsoftware 12 Jan 2019
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          Replying to @TimSweeneyEpic @ZioYuri78

          I would also consider keeping blueprints but having a node, which can contain an interpreted code. That's how eg. MAX/MSP works. With C++ background, I would find personally C# redundant. Maybe something lighter like Python for scripting? Or flexibly switchable language? :)

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        1. James Railton‏ @JaRail 12 Jan 2019
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          Replying to @TimSweeneyEpic @ZioYuri78

          UnrealScript 2 confirmed! :D

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        1. Allen Oliver‏ @Aren_Oliver 13 Jan 2019
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          Replying to @TimSweeneyEpic @ZioYuri78

          I enjoyed reading your thoughts on the matter. It truly is a subject that reaches farther than just the immediate future. I personally enjoy C++ scripting, but I wish it was better documented.

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        1. Cameron Bonde‏ @Octamed 14 Jan 2019
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          Replying to @TimSweeneyEpic @ZioYuri78

          Or, just adding the good things from text to bps. eg have a 'cursor' so inserting/deleting lines (gaps) and full keyboard are possible. Snap nodes unless there's multiple connected in/outs. Dragging all children unless there's cables looping back, etc.

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