Custom Bluprint nodes with C++ function code in-editor :-o

Other language scripting will be nice for us, every one has is preference (as i like pascal, and almost hated C++ once… ), but the value of this “C++ nodes” relay on performance gain and low level access to the engine in the easiest way. I don’t think Epic will spend resources implementing more scripting options when they are already putted big effort in offering a powerful visual scripting language: Blueprints.

This suggestion can be implemented more easy than integrating a new scripting language. With the same bases of Blueprint Libraries Just making some interface additions, linking some stuff and done! (lol, says me)
While to implement another scripting language you need to make a interpreter or compiler to BP byte-code. I try to keep myself realistic even sometimes seems the contrary :wink: