Blueprints are a toy. Which serious Unity dev would use UE4 without C#/F# or UnrealScript!?

BPs are .
I develop alot of very complicated things in PHP and C#; naturally C++ is hard for me to understand. People who learned C/C++ before any high-level language would never understand this.
So basically i think about my goal in C# and then i easily re-do it with BPs, although i miss the clear object-oriented approach with this.

EPIC did what they aimed for - it is unbeliavable easy to get started. With nativizing BPs and more nodes with each update, one day BPs could replace spaghetti code with actual spaghetti visualisation.
Although for full BP functionality we currently greatly depend on our community heros like .

Oh yeah … the very funny thing about this is that you actually could integrate C# inside of BPs with ease (nodes to code and code to nodes). It is basically the absolute same workflow. Just imagine a blueprint as C# class.