UE4 wasn't really rewritten from scratch, was more like, take UE3, rewrite various parts and add new features, keep doing that for a few years--

 Code style isn't modern C++.
No lambda, r-value refs, unique types, algorithms(everyone just bangs out for loops), task implementation is laughable, code mostly single threaded.

Basically verbosity hell.

The dependency on GC is the same as previous versions, they did not fundamentally change the object model in UE4. I think they did work on the GC, so perhaps it is faster /shrug. They only use the GC for certain objects(deriving UObject).

Powerful engine? Yes for sure. If I needed to make a graphically AAA game ASAP I'd use UE4. Doesn't change the fact that the code is nothing impressive.

The Blueprint system technically compiles down to UnrealScript bytecode-- but yes Unrealscript is dead, thankfully.


UEngine has been rewritten from scratch.
UnrealScript doesn't even exist anymore.
It is the new UEngine that depends on GC, and we're talking C++, not UnrealScript here (again, UnrealScript is gone).

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