I’m just surprised people stick with blueprints for so long if they are serious about programming and performance. I’m fine with people scripting some animations etc on UMG through blueprints if they are designers, but 24/7 programmers should move on to c++ right away. Blueprints has so little access to engine code. They are a curse in a professional environment. The file bloat and corruption, binary files in source control, the struct redirectors that don’t work, no overloads or templates. list is long. It would probably effective if those “others” you speak of were c++ devs themselves lol. If you can do c++ you can do blueprints…
I don’t measure “performance” as just the end result (a running game) but also as the process developers go through. If that process is optimal they simply get more time to develop and with that time to optimize their project. I can do a “find and replace”, regex, multi line editing on my code in VS or Notepad++, but not in blueprints. What takes 2 seconds in a text file can take an hour in blueprints. dragging pin to pin in blueprint nodes, or having to click a button to add 1 line to a TMap of 100 lines and having to scroll 99 lines back up to edit it is like… who the duck made that interface AND calls it developer friendly? With VS you can literally type on any amount of lines at once… TF does any programmer need an editor panel of a UAsset for
?
