Re:What Unity Is Getting Wrong
by username90 on Friday May 22, 2020 @12:25PM
(#23273794)
How much C++ you need depends on what kind of game you are making. You probably wont make a game like Civilization in blueprints.
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Which Civilization?
I'd say a lot depends on how much stuff you're doing every frame. From what I've seen, Epic is emphasizing you should avoid running blueprints every tick, and instead use event-driven programming heavily (or "steal" ticks from input handling), and then flip appropriate switches to remove anything that doesn't need updating every frame from even being issued a tick by the engine.