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To C++ or not to C++

Hi! I'm new here, and as such it's only natural I come here storming with questions :)

I took a dive into Rocket and just by creating my first project I was faced to a very imporant question (to which I've found out there's no way back!) - to create a project with C++ or not. Next up I started reading about C++ usage and Blueprints in general. However everywhere I read these 2 are treated as 2 seemingly independent entities (except for [that one page] that compares them both with UE3).

there's other hints:

Gameplay programming and everything that UnrealScript was used for in the past can still be handled through code using C++.

and other ones as well.

now, I come from a purely UnrealScript coding background (I only ever used Kismet for level events). So my question is: Is C++ needed, or can Blueprints do everything on their own?

also, when creating my new project I was forced to go for 'purely Blueprint', as I don't have VS2012 installed. Can the Express edition be used? - in any case I'll go ahead and download it now to find out :)

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asked Mar 11 '14 at 02:03 AM in C++ Programming

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ue4-archive ♦♦ STAFF
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avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM

Where can I find this extension?

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM

I think a limitation of Express is that you cannot install extensions.

Just consider yourself lucky: At work, some projects we work on require VS2012 AND Win8.

I already have VS2012 on a Win7 machine, and OSX, so now it requires a second computer just to boot into all 3 OS' to work on different projects :p

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM

yes i checked that but wat is depot/UE4/Engine/Extras and where do i find that? Sorry for the stupid question

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM +

and when you add the natvis files (which as an xml with a diferent extension) you copy them to UserFolder/My Documents/Visual Studios 2012/Visualizers/ but like I said, UE4.natvis was already there for me (unless I did a few days ago and forget...)

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4 answers: sort voted first

Hey everyone,

The extension is located in your Rocket folder. D:\UE4-ROCKET\Engine\Extras\UnrealVS\UnrealVS.vsix by default. I hope this helps!

-Alexander

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answered Mar 11 '14 at 02:03 AM

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avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM

I found no vsix. Can u post a pic please.

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM

Sorry about that, I didn't realize that the comments would remove the slashes. This is where it is located:

alt text

Let me know if yours is different.

untitled.png (99.7 kB)
avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM

However it turns out that you should not have access to that file I just found out.

"That page is directed at UE4 licensees at the moment. As Alexander mentioned, it would be at [RocketInstall]/Engine/Extras/UnrealVS/UnrealVS.vsix if it was included with the beta. I don't think it is included though, and I'm not sure it would provide any benefits to Rocket users if it was. I'll ask about that. You certainly do not need it to develop games with Rocket.

.NATVIS files are specifically for VS2012 as far as I know so that should work(?). It provides visualizers for certain UE4-specific data types to use during debugging. I believe it gets installed automatically with Rocket if you have VS installed already. If you installed VS after installing Rocket, you would need to install it manually using the instructions mentioned at the bottom of this page:

Setting Up Visual Studio for UE4"

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM

yeah I had visual studio 2012 setup first, so that .natvis file was put there on its own during install ;)

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM

Thank you for clarifying that

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM +

I dont hav a file called UE4Rocket

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I would say that if you can write code, making a C++ project is the way to go. Blueprints in UE4 are way more powerful that Kismet in UE3, but C++ does give you power, speed and API access that is difficult or impossible in Blueprints. You can still use Blueprints where it makes sense, but having C++ gives you options :) We think it will be possible to make games using only Blueprints, but our recommendation would be to use a combination of C++ and Blueprints.

I hope that helps!

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answered Mar 11 '14 at 02:03 AM

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Rocket is designed to work with VS 2012 Express. The biggest drawback over full VS 2012 for UE4 development is no extensions like VAX or UnrealVS. These are certainly not required, they just add some handy convenience features.

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answered Mar 11 '14 at 02:03 AM

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to answer one of my own questions: I just found out VS2012 Express is good to go :)

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answered Mar 11 '14 at 02:03 AM

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avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM

"The UnrealVS extension does not work with the Visual Studio 2012 Express edition. It is only compatible with Visual Studio 2012 Professional."

did you try the UnrealVS extension?

Reference

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM

no I didn't try UnrealVS. is it crucial that I do?

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM

with this extension will we still need a third party plugin still (like pixelmine was for ue3 with VS) to program or can we stick to using the C++ handling of OOP for the tree structure within a VS setup?

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM +

So I can use the free, $0 Express edition of Visual Studio 2012? That would be great as I have burned a hole in my wallet to get a new computer with the right specs for this Beta. The parts should be coming in early next week and I can get started.

When I signed up, I thought I had the right specs but it turns out upon further research (I've been out of the computer hardware loop for ages) that I was not within spec - so I'm building some credit and getting a nice gaming rig - just a little delay.

Anyway, anywhere I can save $$$ is great, so VS2012 Express is okay?

avatar image ue4-archive ♦♦ STAFF Mar 11 '14 at 02:03 AM

@Aaron: according to Oscar and George VS2012 Express is good to go.

@Emile: the extension doesn't do that, you might want to check out this

@Oscar: it's not crucial, i was just wondering if the information was correct. As you can see in the link it's only useful for: Setting the Startup Project Bindable command for building the Startup Project Setting the command line arguments

(which aren't really important to me at the moment)

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