1 hour ago, Apixy said:
Also I have a question. I have heard elsewhere that it is possible to create games, of let's say intermediate complexity solely using blueprint rather than coding.
Any game you can make as a single developer or small team can be made just using blueprints.
There is some slowdown from the Blueprint system, yet it's very small and should go unnoticed; a transparent material in unreal is more expensive than using blueprints and you will need a few of them before you are done.
I have also noticed Blueprints is also much faster than Python and there are some top games made with Python; so Blueprints is more than enough to make a game.
Just one thing: Blueprints is still code it's just a visual code. You will still need to use your programming knowledge to use it.
1 hour ago, jpetrie said:
he way you write C++ for Unreal is different enough from the way one writes "pure" C++ that learning
This is of course true for all engines, for example using JavaScript and C# with Unity is noting like using them on there own.
I find that Unreal's blueprints is more similar to C# than C++.
1 hour ago, Apixy said:
but what scares me is that if I don't know C++ I won't be able to implement features that are more complex into my game.
Not true at all. When Unreal 4 was first launched it was partly true that some complex things couldn't be done with just blueprints, you had to do complex workarounds or you know use C++.
The largest drawback from using Blueprints is the overhead of translating. It gets slower as your games get larger, yet by the time you make large games your team should have a C++ programmer.
Also if there is something that it turns out you need C++ to do it, then just learn how to do that one thing you need in C++.