>>720634940
A LOT of it is the devs
One thing I've seen a few games do now is they actually use UE5's blueprints for production. For those of you who don't know what blueprints are, they are basically fisher price UI "programming"; you have a nice looking blackboard you place nodes into and then attach and plug in various functions and so on. You've probably seen similar types of UI for 3D/art programs.
So, this is pretty easy to use, and it's quick to work with, but it has huge performance problems and it's hard to actually maintain, because you can't just grep and replace lines of code, you can't have 5 different people work on the same file at once. Blueprints have to get compiled into larger binaries too, so when you push out updates you're not just updating a 5kb file, you've made a 5kb change to a 1.5 gigabyte file and that entire 1.5GB has to be uploaded to all your customers.
So it's a fucking nightmare when it comes to maintaining the codebase, AND it has poor performance vs just writing all your shit in C to begin with.
It ostensibly exists as a "brainstorming" tool, where you just throw ideas together quickly and prototype and test instead of using it in your production build.
In reality, these companies are staffed by DEI hires - minorities and women - who cannot wrap their heads around actual programming, so they rely on blueprints, because that simplifies it down to something they can kind of hack together even if they don't have a clue what they're doing. What's supposed to be a niche feature for prototyping is now becoming the defacto method to build games with, and the results are utterly disastrous for game performance.
I guarantee you, that's one of the problems with Borderlands 4. They used blueprints for everything instead of coding it properly.