Why C++ for Unreal 4?

Thanks guys.

My problem with BP is not the performance (although I have plenty of prototypes on hold because of performance issues, and BP isn’t exactly performant), but the problem is, I think writing code is a really nice way to program. I don’t like visual programming at all. I can’t even stand the material nodes in most 3D packages and surely don’t want something similar to create logic.

Also, I don’t consider my C# knowledge ‘basic’. I once opened an ‘advanced’ book on C#, and perhaps that book was just not very advanced, but I knew 90% of what was there, like Threads, Generics, Events, Lambdas, Delegates, etc. I’ve programmed in C a lot in the past too (AVR microcontrollers), and I did try some technologies like Allegro and SDL on the old days before I started using Blitz Research products.

I really appreciate having an ‘easy’ language for stuff that doesn’t actually need performance, but visual stuff just scares me away.

Another point is that I just can’t seem to find docs when I need. For example, procedural generation is a thing for most of my games, recently I’ve been using a modular approach since the ROI is better imho, but I’m very interested in Mesh generation. For Unity it’s simple to find, I type “Unity Mesh” on Google/Duckngo/Official_Docs and I end up exactly where I want, all info I need on my fingertips. In case of UE4 I’m yet to find the equivalent docs (in a concise and exemplified way if possible), and I’m sporadically searching for that for months, no kidding. I’ve seen the pages on “UMeshComponent”, “UProceduralMeshComponent”, “UStaticMesh”, etc. but nothing conclusive. Perhaps that’s just me being real dumb but the docs are failing miserably for me. The API also seems too much complicated for a newbie. UObject has 2000 derivates. I’m not saying that’s bad per se, but definitely it’s not noob friendly.

Also, on a less important note, header files annoy the **** out of me.