I wouldn’t use the C++ docs as an excuse to not even bother with using C++. After all, the BP docs aren’t technically fully complete. Look at this node- What would be the practical use of this node?? What about thisone? If you’re not familiar with what a string asset is or what you can do with it, does the documentation help you understand it?
I feel like this could help you, whereas this probably wouldn’t (at least not at first). I think for the most part the portions of the codebase which are not documented aren’t available to BP at all anyway. If they are, and the documentation for BP is better then you can take usage notes from that anyway.
In general the docs could stand to be better, but C++ in UE4 is far from impossible because of it.
And I really don’t know whats wrong with BP. They can get messy, but so can code.
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If BP starts to get really messy/large/complex it tends to lag my editor. In addition, there are a myriad of bugs (notable) with BP that can break projects, make you lose work, or just annoy you. BP doesn’t seem to handle complexity very well. Oh, and I’ve observed functionality removed from BP over time (nothing significant- probably shouldn’t be in BP anyway) so its worth remembering that while (to some extent) Epic control what you can do with BP, you can technically do whatever you want in C++.
Oh, and you can’t merge BP (think source control).
I wouldn’t call this an improvement, nor would I describe it as a script. This is just how they made it so that you can copy and paste groups of nodes. I can’t see why you’d prefer this to C++.