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Cake day: July 3rd, 2023

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  • Unfortunately, those of us that make games in Unreal Engine are stuck writing a lot of C++, unless we want to do everything in BPs (no thanks, they’re fine, but it’s not coding, and it’s difficult to maintain and refactor for complicated projects, they’re good for taking C++ components and building bigger components out of the base C++ functionality though).

    With that said, UE’s support for C++ is decent. Which is, that as long as you tag all your fields, properties, methods, classes, etc. with some UnrealEngine attribute filter (like UCLASS or UPROPERTY), Unreal will handle the memory management of those constructs for you. Which is nice.

    Unfortunately it has some other limitations to the C++ language that you can’t work around, like disallowing pure abstracts because every C++ derivative class based on any UE construct (Actor, Character, Pawn, etc.) has to be instantiatable in the editor. So no pure abstracts and such.

    In general, I’d give it a 6/10.

    It’s still mostly C++, but some of the things suck less.