[=Chrustec;17724]
This seems like a silly discussion really. C++ is there because we have SOURCE CODE access and the Unreal Engine was born in C++,
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That’s not really true. The reason why we get only C++ is because Epic decided to drop UnrealScript. If they had decided against open sourcing the engine, we still would’ve gotten C++ for gameplay programming.
Don’t get me wrong, I fully support the decision to go with C++ and I relish the opportunity to do some serious C++ programming again. The last four years for me have mostly been spent on C# with some Python and Java on the side, and I’ve been itching to get back to C++. However, I do acknowledge that this decision leaves out a sizable group of people who are well enough programmers that Blueprint is below their level but C++ is far above their level. Providing a language in-between those two extremes could be desirable for that reason.
The last few days I’ve done a bit of philosophizing whether it might be worth the effort of integrating Python as a scripting language for UE4. But the more I think about it, the more I wonder if the problem it solves weighs up against the mass of problems it introduces. And considering the arguments in 's post earlier in this thread, I would say the answer to that is “no”. It might still be interesting though to provide a scripting language that acts as an alternative to the visual scripting of Blueprint, communicating against the same API and compiling down to the same internal format. That way you avoid the trouble of having to maintain a new and separate invocation layer, while still providing a compelling and useful gameplay programming language.