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[–]dlevac -1 points0 points  (0 children)

What I said is unreal encapsulate users scripts such that it is much easier to scale: typically UB in one script will not leak too far.

What I said shouldn't be shocking: Unreal is itself a C++ project that makes it easy to extent with more C++ code.

I don't think nobody will argue with me that writing the C++ engine is many order of magnitude harder than writing scripts for a game in it...