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Comment by nineteen999

I think rather than the shader editor (which uses a similar-but-different node based interface) they are referring to the Blueprint programming system in UE4 which effectively wraps C++.

It's extremely powerful, but it comes at a cost because it's nigh impossible to create diffs between different versions of Blueprints AFAIK.

I did see this (https://forums.unrealengine.com/community/community-content-...) the other day which looks pretty cool, essentially being able to embed some C++ at the Blueprint level, but I don't think that will necessarily solve the problem.

parent nineteen999 7 years ago

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