At first i liked blueprints, but now i hate them.

I’d like to state that I strongly disagree with the OP, and share my 2 cents. As a designer that has come from broadcast and Cinema 4D. I have to say that Blueprint is the closest thing I’ve found to Xpresso. The learning curve does ramp up past the initial easy part. But it really is all learn-able for people who need to work visually and aren’t savvy coders. Node base code systems, for any engine are VERY VERY important to the future of wide spread adoption of every new high-tech interface such as AR and VR. People need to remember that teams big and small from different walks of life don’t always have the luxury to hire a team of coders or even a single coder.

As real-time continues to carve out a space for it’s self as a medium for new business, there HAS to be an entry point for smaller teams, single individuals and everything in between. I believe Blueprint and systems like Blueprint represent just that. I agree that we can always use more documentation and examples of Blueprint in play to help soften the learning curve. But you have to admit the amount of knowledge and example with a little searching is fairly staggering compared to a year ago. It was fairly bleak then.

I have to work in Unity by day as an animator now, and it’s got it’s upsides, but as a designer and animator. I feel fairly crippled there for the moment because there isn’t a standard such as Blueprint that is just part of the default system. Animator’s should have more ability to expose, build and animate simple rigs on their own, and I just don’t feel that way in Unity.