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April 19th, 2021, 14:42
They dumped the scripting language a few years ago, but they've continued to improve the Blueprints system, which is very good. Just from being an amateur that loiters around the gamedev communities, it seems to me that a popular approach is to prototype a game in Blueprints, then have a C++ guy code the performance-sensitive parts, which are then exposed as custom nodes in the blueprinting system, allowing non C++ devs to continue building out the game.

I'm not sure how widely it's taught in schools, but, as you say, I don't think that's too significant. A huge amount of what goes on in game engines is essentially conceptually the same, and I don't think it would take a trained game dev too long to move among them. There are probably fewer Unreal-skilled folks in the jobs market, though,
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"I cannot define the real problem, therefore I suspect there's no real problem, but I'm not sure there's no real problem."
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