Why C++ for Unreal 4?

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My point about learning was that it is knowledge and that never hurts. You can read in many programming books that you should learn several languages. Some go as far and say learn a new one every year. While I certainly wouldn’t want to do that, they sure have a point that each language will add a little more know-how. Skookum is the only language actually completely made for game scripting. If you look here

you’ll see what makes it special.

Uh, well what else is there? Music, sound effects, marketing, business stuff of course… from what you wrote so far about wanting C# it doesn’t seem like you’re interested in those either.

Blueprints can get messy, no doubt about it. Because of their visual nature they tend to promote bad code habits in general. But with a little care you can keep them fairly clean. You can combine nodes in functions and macros, you have both global (per BP) variables and local ones in functions. You have classes, inheritance, interfaces. Components aren’t much different than prefabs in Unity. It’s just a bunch of stuff that belongs together. There are even blueprint components. Say you want to make a piece of code that makes an actor move up down a bit, like a floating animation of sorts. Make that as a separate component and now you can add it to any actor you want with a few clicks and they will float.
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To tell the truth, I’ve checked Skookum back when I played Sleeping Dogs :P. I always check those techs in games splash/credits. It seems good indeed. The problem is comparing it to C++, I think I’d rather get some C++ experience than learn Skookum, not that it’s bad or something, it’s just a matter of where I’m gonna place my bets.

I was thinking game design :P.

I totally didn’t understand that part about Unity prefabs.