Is Unreal Blueprint like PlayMaker or uScript?

Hi there,
the last days I looked over to the Unreal Engine and Blueprint looks very nice. Would you say that PlayMaker or uScript can do the same?

Maybe I’m wrong, but was uScript really developed in the last month/years?

Is it possible to create PlayMaker-Actions with uScript so that they can work hand in hand?

Do the same? Well… technically no, because Blueprint works with Unreal, and Playmaker and uScript works with Unity. There will be features unique to either or. But over all they’re both visual programming systems. They accomplish similar tasks.

uScript was not developed in the last month. But yeah in the last couple years.

As for creating PlayMaker actions with uScript. I highly doubt that from what I’ve seen of uScript. What you could make is a PlayMaker Action that triggers a uScript so that you could integrate them together (and vice versa). But really… I would really use PlayMaker and uScript together… why have both systems at the same time? Use one or the other.

Is there something you’re specifically attempting to accomplish? Why do you want/need them to work together?

Thank you :slight_smile:

There’s no special need, but I heard that PlayMaker is limited for complex games and I thought it would be nice to enhance PlayMaker with actions build in uScript.

But after your message I think it was not a good idea :smile:

So PlayMaker is the only thing that works very well in visual scripting in Unity?

Does uScript not work well relative to PlayMaker?

Personally I don’t like visual scripting. It’s just not powerful enough in general. I wouldn’t even consider blueprint “powerful enough” for complex games.

Hell, we got PlayMaker for my designer who can’t program. He hated it. So I made an even more dumbed down event driven system of components for him that we call the “t & i system”. It’s built on a structure of code very similar to the new Unity Events with a few added features of my own. But even that requires me to script up the code underneath the events.

uScript, Universe, NodeCanvas and likely Blox2 are all far more versatile than Playmaker. Playmaker though has days and days of tutorials, which is the main reason (IMHO) that it’s more successful than the others so far.

Also, Behavior Designer is amazing at what it does.

I agree, it’s very very tough to make a game fully with Playmaker. With the others, you may be able to. Personally I only use Playmaker for “cutscene” style stuff that happens between the game action as that kind of stuff sucks to code.

I have only tried Playmaker, but fundamentally its different because everything is driven by FSMs. You can’t program nodes, rather you would make templates of state machines. I’ve made several 1GAM’s with Playmaker alone, you can do more than you think with it.

“Visual Scripting” is a fairly vague term, I think all of the tools for it are pretty uniquely apart from each other. They all share a similar high level idea, thats about it. It really depends on how you want your workflow to be, i suppose.

Sure, you can use it to do tons of stuff. It just gets very unwieldy when a lot of advanced concepts are integrated. Did you manage the following with Playmaker alone?

  1. In-app purchases
  2. Ads
  3. Facebook integration

Maybe there are plugins for that, I don’t know.

What were the problematic areas to tackle with Playmaker that you ran into?

It will certainly get unwieldy, I believe you’ll run into that with any visual scripting plugin though simply because everything is by nature completely visual.

Theres extensions for IAP, etc. Playmaker Actions are just code, so you can do anything if you write a few custom actions for it.

Yes can do all of these stuff and more with PlayMaker, if you buy the needed assets in the Asset Store like Simple IAP System for In-App-Purchases

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