too bad about the part where you have to use C++ to do anything real. blueprints (like any other visual programming system*) suck ass. by far the best thing unity has going for it (perhaps even the only thing) is that it allows you to use C#. use godot instead. I don't like gdscript much myself but it's Okay and you can also use C# instead if you want. the main benefit of godot though is the whole licensing situation
*I would make a distinction between "visual programming" and node-based editors that don't define program behavior; node graphs are excellent for shaders and materials in general etc, along with lots of other use cases where it actually makes sense like organizing dialogue trees
visual programming on the other hand results in impossible to maintain software that is frequently slow to boot
also to be clear I'm not a C# stan or anything it's just that C++ sucks fat balls and if it's between C# and java I will choose C# every single god damn time. but there are other options that are probably better. rust might be neat in a game engine
i wholeheartedly agree, c++ is probably the thing that is kneecaping the growth of ue5. if I where them I would invest considerable amounts of time into making their game development process less of torture experiment.
but honestly, they seem to be moving in that direction anyways with how they have refactored their editor these last few years so inshallah they keep making good improvements
i would personally suck off every dev at epic games if they introduced rust in a non-buggy way like some people are doing right now. I would even settle for some kind of scripting intermediary language like how torquescript worked
i've never used godot because it used to be only 2d until recently so I might look at it