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> You make it sound as if you would inevitably hit a brick wall when using blueprint. This is not true.

In my experience, devs that spent all their time with blueprints did not transition well away from blueprints. YMMV.




Maybe they should not transition away from blueprint.

I get that beeing aware of pitfalls and manage teams to do things „the right way“ can be very tricky.


I'm not really interested in arguing with you. There are times when Blueprints are insufficient, and if a team is comprised exclusively of Blueprint devs, that team will be unsuccessful. This post was about UE employability, to which I added my input that being versatile is important, which from an employability standpoint is pretty objectively true.

Blue prints are great! People should use them where appropriate, and use something else when not.




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