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Unreal Engine has an installer, and they have done my suggestions, as they are the main customers of Live++ [0], advocates of tooling like Blueprints and now Verse for doing full games.

Many studios have delivered games with little to no changes to the underlying C++ code.

[0] - https://dev.epicgames.com/documentation/unreal-engine/using-...

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so... c++ compile times are fast, because you can simply not compile c++ and instead use blueprints? seems odd since we're talking about c++/rust compile times. turns out you can make rust compile times infinitely faster by not compiling it too...

but when you do have to compile c++, it can be real slow. maybe not as slow as rust, but it's not in the same league as eg. go, c#, zig, etc.

ue5's hot reload is by no means perfect either - many gameplay code changes require recompiling the editor. exposing c++ properties on a blueprint? recompile. modify a constructor? recompile. changing parameters, return types, or adding/removing UFUNCTION or UPROPERTY macros? recompile. you can simply search the web to read the experiences of thousands of ue devs complaining about slow compile times and workflows. it's the same with unity btw, search "reloading domain unity".

also verse is not in unreal engine. no studio is using verse for ue games. not sure why you threw that in.

i get you love c++ and dislike rust, but you aren't really making a good case for c++ when you group it in with other languages that have fast compile times ootb, make arguments that involve not using c++ (like blueprints, lol), and rely on brittle third-party hot-reloading solutions.

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