Unity Dev just gifted them their own Blueprints

As someone who currently still prefers Unity because of its c# component framework, its funny seeing a project like that come out, I have no interest in it personally but once again like just about everything not provided by unity (which is a lot because they’ve become so lazy and reliant on asset store doing everything it seems, and so its why I still keep up with the development of unreal/cryengine) the general asset store prices for assets that rise to the top of what is lacking as a built in engine feature is just silly and off putting for any indie or hobbyist developer, but otherwise developing with unity is still so much easier because of the way they built the engine. To the extent where even an asset like this blueprint knockoff is more appealing on unity than unreal’s one because of the way c# connection can go from node to code and back easily its a learning advantage.

Unreal advantage is you don’t need to spend a ton at the asset store to get core features like material shader editor, large world support, adequate level editing tools etc

If only Unreal had someone to make a c# component framework for Unreal that was equal or better than unity to be able use and powerful enough to also be able to make in editor tools that way aswel like you can do on Unity. Node editors for doing code/logic never appealed to me ever!, but then neither did c++ its like both extremes where I prefer the middle ground development sanity of using C#/Java languages, with node editors for just visually designing stuff like building shader networks etc because its visually easier in those areas where as it just becomes a complete mess for doing game logic that way…and blueprints have no nice way of taking the nodes back to c++ and it auto generating its unsightly c++ language with all its header **** etc… it might have been better way to ease people into using its c++ framework but alas it didn’t bother.