Earlier quoted context omitted.
In game engines, and especially in UE where things like Blueprints exist, the low level stuff is just conveniently hidden or abstracted away. But the long textual code that makes the button work, eventually exists somewhere in there. At least when you write it yourself, you know who to blame (and probably where to look) when it doesn't work.
"the low level stuff is just conveniently hidden or abstracted away. " Yes. This this is exactly what I want. When I write an engine or framework, I will deal with low level stuff. But for basic tasks, I don't want to. But I have to, even where it would not be necessary. "But the long textual code that makes the button work, eventually exists somewhere in there." Also there exists even longer textual or even binary c…
But the more abstract you go, the less efficient does your editor become. And speed of development goes down. It's not a simple - just put more abstraction.