The name of the game is iteration speed. (I always think of Paul Grahams story about beating out the competition using Lisp.)
I've been working with UE since 2014, originally started in UE4 C++ and avoided blueprints and kept everything in C++. Was great 'for performance' and code diffs but now 10 years later I'm 99% blueprint and only go down to C++ if the performance requires it for the 1% of hot paths. My iteration time in UE using blueprints makes me shutter to think of all the time I spent waiting for C++ to compile.
The name of the game is iteration speed. (I always think of Paul Grahams story about beating out the competition using Lisp.)
I've been working with UE since 2014, originally started in UE4 C++ and avoided blueprints and kept everything in C++. Was great 'for performance' and code diffs but now 10 years later I'm 99% blueprint and only go down to C++ if the performance requires it for the 1% of hot paths. My iteration time in UE using blueprints makes me shutter to think of all the time I spent waiting for C++ to compile.