I’ve read several posts in Forum and AnswerHub about primitive data type support in Blueprint. One of them is this link:
The problem is, there are some things that even C++ cannot fully control everything in the game and force developers to include Blueprint in it. One such example is controlling and modifying UMG via C++. It is somehow impossible to fully create/construct a Widget (in C++) without any reference to a Widget Blueprint. The constructors force us to have a Widget Blueprint. If I want to have 64-bit data types (int64 or double) in my Widget (in C++), which can be edited anywhere, then it will not be possible because the Widget Blueprint does not support 64-bit data types.
Many sources, I saw, suggest to use Slate framework for C++. But Slate framework is just too complicated. Why not just use simple function calls in ordinary C++ to modify UMG, as it is done in Blueprint? So this condition is extremely annoying.
If UE does not want Blueprint to support 64-bit data types, then at least provide a mechanism in which C++ coders can create/construct anything (such as Widgets) without any reference to a Blueprint. In fact, I just hope that the entire game, no matter how complicated, can be created by using pure C++ and zero Blueprints.
So UE management, please make the right decision because your current decision to exclude 64-bit data types in Blueprint, while forcing developers to always include Blueprint, is terrible. You obstruct the full potential of a game engine. And UE should actually be one of the best ones in the market.