What are the limits of blueprints?

This page summarizes the projects mentioned and recommended in the original post on /r/unrealengine

InfluxDB - Power Real-Time Data Analytics at Scale
Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.
www.influxdata.com
featured
SaaSHub - Software Alternatives and Reviews
SaaSHub helps you find the best software and product alternatives
www.saashub.com
featured
  • entt

    Gaming meets modern C++ - a fast and reliable entity component system (ECS) and much more

  • There's also a performance question. While we can now use Blueprint nativization to convert Blueprints to C++ the result will be a fairly naive version, fast enough for most purposes but not if you're trying to push every bit of performance. This is where you're looking at making sure you're hitting things such as using the CPU cache as well as possible for an ECS system (Look at ENTT or Flecs if you want to see what they're about and why you'd want one), or a system needing to process massive amounts of data quickly such as the Voxel Plugin.

  • VoxelPlugin

    Voxel Plugin for Unreal Engine

  • There's also a performance question. While we can now use Blueprint nativization to convert Blueprints to C++ the result will be a fairly naive version, fast enough for most purposes but not if you're trying to push every bit of performance. This is where you're looking at making sure you're hitting things such as using the CPU cache as well as possible for an ECS system (Look at ENTT or Flecs if you want to see what they're about and why you'd want one), or a system needing to process massive amounts of data quickly such as the Voxel Plugin.

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

    InfluxDB logo
  • flecs

    A fast entity component system (ECS) for C & C++

  • There's also a performance question. While we can now use Blueprint nativization to convert Blueprints to C++ the result will be a fairly naive version, fast enough for most purposes but not if you're trying to push every bit of performance. This is where you're looking at making sure you're hitting things such as using the CPU cache as well as possible for an ECS system (Look at ENTT or Flecs if you want to see what they're about and why you'd want one), or a system needing to process massive amounts of data quickly such as the Voxel Plugin.

  • OpenCV

    Open Source Computer Vision Library

  • You also need C++ if you're going to do things which aren't built in as part of the engine. As an example if you're looking at using compute shaders, inbuilt native APIs such as a mobile phone's location services, or a third-party library such as OpenCV, then you're going to need C++.

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

Suggest a related project

Related posts

  • Introducing Ecsact

    8 projects | dev.to | 24 Jun 2023
  • any resources for expanding on ECS?

    4 projects | /r/gamedev | 22 Apr 2023
  • Unity's Self-Combustion Engine

    1 project | news.ycombinator.com | 16 Sep 2023
  • Crash Course: entity component system

    1 project | news.ycombinator.com | 20 Jul 2023
  • Where can I find the juiciest, most complex and modern c++ code?

    2 projects | /r/cpp_questions | 9 Jun 2023