I want to learn C++ just for my own purposes but is C++ in UE4 only useful if you’re an advanced user? I’ve found that the only things which it seems to be better for are actually things that you can ONLY do in C++. Self-made plugins, access to the depth buffer (why is it so hard to make things highlight through walls?), and some other stuff that will be passed to Blueprints in time. I personally do enjoy the coding (which is why I’m learning it either way) but once the blueprint to C++ converter gets here will there be a solid reason to learn C++ for UE4 simply for use in a game? I can only think that modifying the source code would be beneficial to some but I’m just talking about the things that you would use blueprints for.
Blueprints can become laggy if you have a decent number of nodes (last I checked).
You know what’s happening in your code. Blueprints… you probable have a very solid guess but without checking the source code you’ll never know.
Takes more time to do (you have to open up V.S. and compile and blah blah blah you’re leaving the engine)
Visual Debugger can only look at the input and output of your code if it’s written as a blueprint node and even then it means that if you have a couple of possible problems you won’t know which one it is unless you broke down your function (which is great practice and should always be done but there are cases where a single function IS the problem. IE Somewhere in your equation something’s gone wrong and you’d like to see an input go through it step by step*)
*This would actually be forced upon you if you did it in blueprints, might take longer depending on if you already know the equation going in, and would simply require that you forcibly gimp yourself in the code “just in case” there’s an error.