#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/ …
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This is comforting to know, thanks :)
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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
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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
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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.Thanks. Twitter will use this to make your timeline better. UndoUndo
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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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UnrealScript 2 confirmed! :D
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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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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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