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I like the blueprints system, I currenty use it. I did some C++ years ago and im perfectly fine with it and im not a bit against it.
Let’s make it easier: if there were 2 choices for scripting (just scripting, not programming) and those choices were blueprints and C#, and you don’t know either of them, what you would go for?
I think that would choose C# for the reasons states above (takes the same to learn both blueprints and C# if we use it only for scripting, blueprints knowledge is useless outside of UE4, C# is far more productive).
Once again, I’m NOT suggesting to remove C++, im suggesting to replace blueprints with C#
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You are comparing C# with blueprints and I don’t think that’s right at . Blueprints are very very easy. Anyone can dive into them. Artists, level designers, programmers, hobbits(!) and hobbyists. Most next gen engines I’ve seen being used do support visual scripting in one way or another (Cryengine, Snowdrop, etc.) . It has becomed sort of a standard because no matter what are you are touching, visual scripting will always be easier to pick up than text scripting if you have no programming background. It’s not that C# would be harder to learn, but some people would just like to stay from code completely if it’s not their area. No matter how easy or hard it would be. Visual scripting breaks that barrier.
Anyways, text-based scripting language wouldn’t be a bad idea for an intermediate point between blueprints and c++. Cryengine uses LUA for that matter as well as having FlowGraph for visual scripting. Unreal does support LUA as an experimental . Their forum thread on that explains they ENCOURAGE the creation of plugins for different scripting languages meaning they do acknowledge the preference of using code for scripting rather than blueprints but I don’t see them supporting C# officially any soon since people are already working on implementations (that would basically trash whatever work people have achieved so far) and there isn’t an urgent/red alert/deadly need for as of now.
Anyways, C++ doesn’t do bad at as a scripting language, and before you decide to crucify me for saying that, UE4 uses macros heavily, manages garbage for you, has pretty much any function in blueprints as a simple function in C++, and allows you to expose variables and functions to blueprints very easily. At least to me, after of , UE4 C++ is much simpler for scripting gameplay than regular C++ and reminds me a lot on how UnrealScript used to work.
Also, you should look into the SkookumScript Plugin. Seems like that is going to do a killer job when it comes to scripting and it has already been production proven.