Why C++ for Unreal 4?

There’s no hate for C++ from my side. It’s funny actually, I went from C++ defender to “hater” in this thread, or at least it may seem that way. My original point was in fact that we don’t need C# in UE4 because we already have blueprints for scripting and C++ for performance-critical stuff. I was arguing that Epic should by no means waste precious dev time on such a feature. If it’s a third party implementing it, there’s no problem at all. Looking forward to the upcoming SkookumScript.

However, I have a problem when someone comes waltzing in here making silly Ferrari analogies and claiming that everything should be coded in C++, completely disregarding what’s going on in the industry and completely ignoring how important iteration and productivity are these days.
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Said fiesta driver seeing Ferrari passing by.^^^

C++ is as productive as C#. The thing is that you have to be fluent in it.
And yes, most things should be done in C++.