> I heard Blueprint sucks! > Blueprint actually rules. Look, I get it - why would a visual scripting thing be good? They're all shit! I agree. > Blueprint is the only one that's any good. It's amazing. It will also help you learn the engine. Everything you do there will be applicable to C++. No matter who you are, you should start in Blueprint. It's 100% true that you can build an entire game in Blueprint. Yeah, with…
Reading other people's blueprints and understanding them is much harder than doing this with the equivalent code - having to follow the wires everywhere is a nightmare with all visual noise. I often jokingly call it a write-only language. Not to mention the part where you must have compiled the project and be running Unreal Editor with all the assets loaded to do this in the first place.
And then you can't even properly diff or merge them without using some special tool that doesn't properly integrate with your version control and only works reliably half the time.
Blueprints are fantastic for familiarizing yourself with the engine, since you can quickly discover all the things to do from the context sensitive search. They're also great for people to get started with their projects and prototyping. They're not at all suited for production work in a large team.
I really wish Unreal Engine supported a proper scripting language so the choice isn't between noisy node graphs hidden in binary asset files and raw C++ code. People keep shooting themselves in the foot with both of these.