(Disclaimer: I have extensive Unity engine development experience, but so far have very little UDK experience.)
I was quite surprised to see UnrealScript sail off into the horizon. Can anyone illuminate reasoning behind dropping it?
I suspect that, between newer flavours of the C++ language and the addition of BluePrint, UnrealScript was deemed redundant? Still, a big plus of Unity for me has been the use of C# for gameplay scripting. Garbage collection and the availability of functional language constructs mean getting down to business is faster than in C++.
I do not know much at all about BluePrint yet. I only know that, so far, visual scripting tools have left me wanting.
So, how does the C++/BluePrint combo tackle non-trivial high level scripting?