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Re:Basic Concepts in Unity for Software Engineers by nearbuy on Monday October 12, 2020 @02:14PM (#24757524)
Unreal undoubtedly has more features built-in, which is an advantage, although it's tempered by quite a few of them being buggy or broken (e.g. SoundVisualization, parts of Cascade).

> It's incredibly useful to visually see at a glance what functions are pure with no side effects.

You can use the const keyword for this in C++.

> I code in blueprints as much as possible.

I also code mostly in Blueprints. The fast compile/iteration time is the main reason. But it has it's downsides (code review is largely impractical, no merging, physically much bigger and longer to read than equivalent C++).

Imposters and IK are actually both things that Unreal has built-in, but the built-in versions are limited or poor quality. Unreal has two-bone IK, and more recently, a FABRIK solver, but it didn't support multiple end-effectors or joint constraints. So basically, if you wanted something like a multiplayer VR game where the character poses somewhat realistically to match the positions of the headset and hands of the player, you couldn't do that. The main use for Unreal's two-bone IK (which was the only built-in IK for a long time) is for smaller tweaks like adjusting the position of a characters foot to be in contact with the ground.

UE5 looks very cool. I'm looking forward to its release.

Re:Basic Concepts in Unity for Software Engineers by klmadfejno on Tuesday October 13, 2020 @08:15AM (#24764827)
> You can use the const keyword for this in C++.

Oooh thank you