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UE blueprints fail spectacularly when you try to do a simple for loop processing some input data. Editing all the vertices on a procedural mesh kicks you back to C++ almost immediately.

Blueprints (army of interconnected squids) works best on parallel code like GPU shaders. For general branching logic, it becomes a nightmare quickly.

Image blocks, code icons or blueprints do save you from syntax errors and highlight relationships between code blocks, but they crush customizability and lose the ability to absorb and abstract complexity.



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