Inside Unreal: 2020 Year In Review

Just from my personal experience working on Unreal Projects.
I’ve seen two bad cases, those are:
a) we don’t like Blueprints and try to avoid touching them, try to do everything in C++ no matter the cost.
b) we don’t like working in C++ so skip it entirely, do everything in Blueprints, not matter the cost.

My humble suggestion would be to just use the systems the way they are intended to be used.
Low level core systems programming -> C++. Game Designers and high level Gameplay programming -> Blueprints.

So I think an interesting use case for a scripting language could be to connect the two worlds of ppl working with C++ VS ppl working on BPs better.
Although, I don’t think it’s so difficult to do this these days, so long as everyone has an open mind and doesn’t see any of the two solutions as inherently “bad”.
They’re just meant for different use cases.