Easily convert BP to readable/edtable C++ code and back.

Sure no one denies that there is no substitute for a good programmer, but all i’m saying is that instead of hiring 3 programmers and have 3 more artists work on just art, we can have 3 artists work on art and BP (which they can) and one programmer to oversee it all. The cost overruns would drastically decrease and is doable IF the BP development time conversions where manageable by the programmer and easily done by artists to sort out.

I think this is what Unity is aiming to achieve with C# , maybe C# is easier to convert or maybe other reasons i am unaware of, but i can’t see why it can’t be done with c++ as well.

Sometimes this is the result of making or breaking a game from cost to functionality. For instance spawning 100’s of units on screen with C++ is much more performant than doing it in BP (or even current method converted ship build code) so by the time a programmer steps in, the would be converted code from BP to C++ would yield the same speed results and not bother with having a programmer custom code that setup for that particular spawner and instead have time to focus on other important tasks. Such things save a lot of time in a production and makes choosing to hire a programmer from an artist/indie dev standpoint a much more specific job for specific scenarios, because $$$.