I don’t know official terms and honestly don’t care for them, but just from my humble weird-dev perspective:
- I’ve programmed in Unity in C# for couple of years and it was considered as object oriented programming;
- I did some standalone apps for lab projects at university (regular CS degree), also working within OOP many times;
- Now for UE I work almost 100% with Blueprints and I see no difference when it comes to creating logic & planning + managing ‘code’. For example, I still use UML diagrams before constructing more complex subsystems, to structure my classes correctly & to not end up with spaghetti… That can be VERY visible in Blueprints if we’re not careful
… But the ‘visual’ spaghetti in BP’s is an another, different beast to deal with.
BP’s are powerful enough to fully develop a game with pretty complex mechanics. Some things are not exposed and sometimes I need to write some custom function in C++, but in my case it happens very rarely.
Imho it’s a programming, just like any other programming with using a framework, with visual representation of logic instead of lines of code.
So if this will add some value to the discussion, with how I ‘feel’ myself as a Blueprint dev/programmer/scripter/artist/whatever from my perspective, here you go
But pure ‘programmer’ term is not really suitable for pure Blueprint dev, the problem with a ‘programmer’ term is its very broad definition - and I can’t think of some good & fair alternative, maybe we should come up with some new term? Visual programmer? Gameplay programmer? Blueprint spaghetti chef? ^^
PS. Definition of computer programming: The process of developing and implementing various sets of instructions to enable a computer to do a certain task. If I’m not mistaken, this applies to Blueprints Another term I’ve heard: Problem solving. Same here.