I’ve been coding games for 18 years now as a C++ developer and I am loving Blueprint. It is the best visual scripting system I have ever seen, and anybody should really give it a detailed look with nice real-time debugging support including breakpoints. I do intend on using it as much as I can and have been surprised how far I can get with it. Granted, there is totally a place for C++, but I’ve migrated my perspective to C++ should be the exception, not the norm. It is much faster to iterate with Blueprints, once you overcome the daunting learning curve. My biggest complaint with Blueprint so far is a lack of a reference documentation. It seems the intention is for people to discover things but sometimes it’s hard to do that, sometimes even simple things like trying to find a Unitize function for a vector ended up being named Normalize. Not a big deal, but it is easy to miss the obvious sometimes.
Just yesterday I hooked up an asset and when I was setting up the materials, I learned that one of the textures was diffuse with specular buried in the alpha channel. So it was a quick step of breaking the color, grabbing the alpha, and making a new float 3 with it and plugging it into the specular channel. I think some people would have used Photoshop to make a dedicated specular texture. I think that is an example of 2 nodes in Blueprint that was much faster to implement than using C++. I’m just saying it’s awesome! The other thing that people may not realize is that apparently Blueprint exposes all the C++ code in Unreal Engine. Not sure if that is technically true.