Steam Multiplayer Tutorial Series?

That is silly, BP is still visual coding and even scripting systems for the engine should tie into it. There is room to optimize by using c++ over blueprint but prototyping and basic game flow is amazing with BP. The argument that you feel people are lazy using BP over code is also kind of insulting to many, The Solus Project heavily utilizes BP and it is a great use of the engine. Giving simple game variable and artistic control to level and balance designers outside of having them edit the source themselves is one of the best features of the engine.

Regardless that isn’t really a good talking point for this thread.