en:toolworks:docs:apparatus:blueprint-nativization

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en:toolworks:docs:apparatus:blueprint-nativization [2021/06/01 21:55] – created vladiusen:toolworks:docs:apparatus:blueprint-nativization [2023/08/01 12:19] (current) vladius
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 ====== Blueprint Nativization Support ====== ====== Blueprint Nativization Support ======
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 +====== Current State of Things ======
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 +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.
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 +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.
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 +====== 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.
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  • by vladius