Reduce editor size and C# support for UE5

I think the best from both worlds is to create new language into which blueprints will be converted under the hood. That way people loving text scripting languages would be able to work with text and people loving blueprints would be working with its visual representation. If blueprints would be saved into this language with some meta tags for nodes positions, we would also get full version control merging and locking would not be needed for blueprints anymore. It is also aligned with Epic’s effort of converting assets to text based form. People using text based and visual scripting could use very same API documentation because they will be using very same API. If I remember correctly, blueprints are running on modified UnrealScript virtual machine, so we could potentially see something like UnrealScript v2.

As a C++ programmer I would probably still keep my core logic in C++, however what is currently really hurting programmers are compile times. If there is any reason to bring scripting language then it should definitely be improving iteration times, safer environment (like nullptr warnings in BPs) and team workflow (BP locking). Nicer synax is just a bonus.

Introducing just another scripting language because of attracting all those C# developers who like nice syntax without any other benefit for Unreal Engine ecosystems would only fragment the community and I am not sure if that is a best thing to do. Most people who are asking for C# haven’t really tried Unreal’s C++, so they don’t see it is not really that difficult to use.