Very cool effect and some super useful code.
General question given what you’ve worked on - do big dev houses actually use blueprints for gameplay stuff in AAA games?
Outside of things where blueprints are nearly required, like animations, I cannot imagine using blueprints extensively for a game on complexity with Witcher or Skyrim. Can you even even diff blueprint check ins? Also trying to write up any coherent function data flow, framework architecture, or use-case diagram seems incredibly more difficult?
With just C++ code you can look at the versioning system log, see a check-in like “updated the ability targeting code”, then without even opening the engine or Visual Studio, just diff the file and see every single bit of logic they changed. The ability to do that seems imperative to avoiding a bug-ridden mess of spaghetti code.