>
> > UE4 blueprints are really easy to comprehend (after spending some years in C2 and CC). All you need to know is to learn a different workflow of the engine like GameMode, PlayerController, PlayerCharacter etc. It took me just about a week to learn how it works and to make a simple 3d adventure game system that have doors, rooms, transitions, player interactions, camera system... UE4 is stupid easy in comparison to Unity+Playmaker. To do exactly same thing in Unity with playmaker... i gave up after 2 weeks.
> >
> > Like megatronx said, there's a lot of neat stuff exposed in blueprint nodes: timelines, delays, custom events, literally hundreds of different types variables (I really don't like in C2 that I can't make an array variable or simple vector2 variable to store XY - instead you need to make 2 separate number variables sic!).
> > And everything have build in help infos and tooltips, so there's no need to dig through the help online.
> >
> > One thing that can be overwhelming is UE4 editor itselfs, there are a lot of buttons, options, parameters, options in options, parameters in parameters
> >
>
> Wow, so you think UE4 is easier to use than Unity+Playmaker? I should have a look at it then. I always figured it would be harder, so I never really looked at it.
>
At least for me
UE4 blueprint nodes speaks to me better and they are managed and maintain by people from UE4 who constantly makes them better and faster. They are although 10-12 times slower than pure C+ but I'm just learning and not doing another AAA game (which in most cases they should be called BDB games - Beta Dollars Bugs xD) so i don't mind.
But i hope they will soon figure it out (which are doing all the time) how to remove VM from blueprints and then it will be the same speed as C+
Not to discouraged or anything, you can still make games with it
Othink it's fast enough to make an indie games. Super tight action games are rather domain of bigger studios.