C++ versus Blueprints

Personally I much prefer the node based blueprint scripting to C++ coding- it feels so much more unified with the editor, and makes scripting a whole lot more “fun”. If you have a project in mind- look at what you will need to do in order for it to work- many games can be extremely effective without needing a lot of code- high quality art assets/sound/visuals make up for a large portion of the experience- so unless your game involves really heavy or complex tasks, you won’t notice at all. I’m always bound by my render thread, and I only start seeing BP performance issues arise when I have very heavy chains of nodes acting on tick, which is a bad thing to do in the first place. I wouldn’t say Blueprints are a “short term solution” at all- they really are extremely powerful, and I have yet to say “wait I can’t do this in Blueprints- better go back to C++”. If you forget about the performance issues (which aren’t really issues)- to me, it feels like a big step forward to coding in general- more accessible, more visually engaging, and fully integrated into the editor- no need for Visual Studio. I think the learning curve for C++ or any other language was so high that for many people it stopped them trying to create their dream projects (myself included)- Blueprint bridges this gap, without nerfing functionality, and giving you all the tools you’ll need. If I ever was unsure of how to do something- dragging a pin out from the node I wanted to add function to gave a list of available options- almost 100% sure this isn’t present using C++, but so many times it has helped me get from “hmm, how can I do this?” to “oh yeah- of course- thanks context sensitive node creation” :slight_smile: