This shows you the differences between two versions of the page.
Next revision | Previous revision |
en:toolworks:docs:apparatus:blueprint-nativization [2021/06/01 21:55] – created vladius | en:toolworks:docs:apparatus:blueprint-nativization [2023/08/01 12:19] (current) – vladius |
---|
====== Blueprint Nativization Support ====== | ====== Blueprint Nativization Support ====== |
| |
| ====== Current State of Things ====== |
| |
| Unfortunately, as of version 5.0, the Blueprint Nativization was [[ue>5.0/en-US/unreal-engine-5-migration-guide/|officially deprecetated]]. This perhaps was motivated by the lack of support for certain operations (nodes), even by the stock engine features. |
| |
| We however hope that the Unreal development team will rethink on this decision as this renders Blueprints a lot less performant (and thereby less usable) in certain scenarios that were formely well covered by Apparatus. |
| |
| ====== Former Support ====== |
| |
[[ue>ProgrammingAndScripting/Blueprints/TechnicalGuide/NativizingBlueprints|Blueprint nativization]] converts a virtualized blueprint code of the node to its C++ representation, that is compiled ahead of time instead of being interpreted at a runtime. For complex scenarios it can run a lot faster as C++ compilers are very intricate on optimizations. | [[ue>ProgrammingAndScripting/Blueprints/TechnicalGuide/NativizingBlueprints|Blueprint nativization]] converts a virtualized blueprint code of the node to its C++ representation, that is compiled ahead of time instead of being interpreted at a runtime. For complex scenarios it can run a lot faster as C++ compilers are very intricate on optimizations. |