I am trying to find out whether investing in SkookumScript will be worth it for our team. It seems one of the biggest advantages is compile times and live interaction with BluePrints. However, Live++ seems to be addressing this major drawback of C++ very quickly.
With Live++, the compile times are subsecond to a few seconds long depending on the size of a module, all while the game is running (i.e. similar to the demos of SkookumScript). So now, I have the following hurdles with SkookumScript:
- Language syntax. Learning curve, even if it’s a small one, is a negative. Trying to convince other members to adopt it vs. using Live++ and getting the main benefits of SkookumScript.
- Cannot use an external editor such as vscode (well, I can, but I get no autocomplete and of course, debugging requires usage of the integrated IDE)
- Considering 4.2/4.21 is still not supported, it seems that over time the team may not be able to maintain development of the language/IDE (reinventing too many things including language syntax, IDE, debugging)
One of the advantages of SkookumScript seems to be the way the logic is written with the help of co-routines. But that in and of itself is a not a convincing argument. Price is another, but again, not that convincing.
I am hoping for some more convincing arguments from the community/devs for a team to invest time (and money) learning a new way of doing things in UE4.
We all know C++ and can work with it easily. Live++ removes the biggest shortcoming of C++ while providing something better than hot-reload. No learning curve.
What does SkookumScript provide for me to invest my time?
P.S: Contrary to what it may seem, I am trying to find reasons to adopt SkookumScript. When I first read about it I was excited to see a scripting language that can be turned into a BP node and called with the BPs. But then, I saw the clunky IDE and the strange syntax and was turned off.