Perhaps I should’ve clarified, the example I gave is not just 3 artists who work on assets but technical artists who can do both art and BP if required (which is what we do) and can do so pass prototype stages, but anyone in this knows they need a senior dedicated programmer early on, no denying this.
A programmer in my reference is someone who is a specialist in code is very well versed in using C++ in this case with UE and knows where to look as many suggested here. But sometimes we can’t afford hiring more than 1 and in many respects one good one is sometimes enough for a medium sized game and if you know what you want from the game.
For instance the game might have “basic” setups but a lot more art. So we work accordingly.
None of us here would claim we are “programmers” even if we are well versed in using BP’s and other script languages to create our own tools (or maybe you can do so nowadays to one degree or another) Perhaps we are just old fashioned out of respect to the respective fields …
I am simply looking for a cleaner workflow to bridge gaps with BP’s and C++ or maybe better documentation so we can learn and know where to look, so we can calculate expectations.