I think you totally forgot to give an argument why Blueprints are good for ANY good project. I’m not trying to avoid them, I just don’t see why they make a tutorial about this well documented stuff instead of basic stuff that is long overdue. I’m reading Programming on Discord and I’m fascinated that even the pros I look up to suddenly get confused with basic stuff and argue about code they are writing everyday.
I know the ups of Blueprints, but if you are working alone on a mobile title, you can ignore all of them and write your whole game in C++ (yes, such people are the minority, I know, but you could technically add every other guy who works alone to this). Hard references are negligible if you read 's Style Guide, follow it and make full use of it. To be fair, I prototype a lot in Blueprints, they got their place but in the end I convert everything into C++. I don’t need any nativize Blueprints to see how my game actually performs and my executable stays as small as possible.
Thanks for not thinking ahead and already giving me the advise to use another engine instead of arguing first, but I will stay with Unreal even though I don’t like the decisions they make, I can fully understand why they are doing them.