Sometimes I don’t understand what kind of developers they target. There is this whole blueprint system, which seems to me like almost a one-on-one mapping for calling C++ functions. What’s the deal with that? When you want to create a fully functional game, is blueprints really going to be easier? I understand it might seem more appealing to people who don’t know how to program, but do they expect that people without programming experience can suddenly make fully functional games when they have blueprints? With blueprints you still have to follow the same path as normal and translate your gameplay ideas into algorithms that the engine can run and making sure those algorithms are safe and robust and what not. That’s the hard part… without some background in programming, I don’t think you’ll be able to translate your gameplay ideas into algorithms with sufficient quality anyway. And (at least this goes for me), if you already have experience in programming, you’re not going to enjoy yourself with blueprints, you just want to code C++
So for what kind of developer is this blueprint system designed? For beginning hobbyist? Why would such an advanced engine target them as users? Wouldn’t they be better of starting in Game Maker or sometihng like that? Eventually Unreal should target professional developers more (if they want to make money), and focus their documentation more on C++ and the internal workings of the engine, and indeed, perhaps get rid of the monolithic all-in-one editor. and replace it with a more modular design that allows more flexibility…