Godot 4.0 will discontinue visual scripting
Reading between the lines:It seems like one of the primary reasons why Blueprints are well-loved in Unreal Engine, is that the only mainstream alternative is full-on c++ (and it's not an easy c++ codebase to work with).But without that pressure of limited choice, blueprint visual scripting seems to have a hard time gaining ground in godot.I do wonder how much of this is because godot's visual scripting never got the polish it needed, and how much is because gdscript is a superior approach.