C++ game engines also don't need Bevy like tutorials, because most studios aren't compiling them from scratch, and tools like Live++ or VC++ hot reload are relatively easy to use.
but hey, just add subsecond and switch to cranelift. problem solved :)
Many studios have delivered games with little to no changes to the underlying C++ code.
[0] - https://dev.epicgames.com/documentation/unreal-engine/using-...
but when you do have to compile c++, it can be real slow. maybe not as slow as rust, but it's not in the same league as eg. go, c#, zig, etc.
ue5's hot reload is by no means perfect either - many gameplay code changes require recompiling the editor. exposing c++ properties on a blueprint? recompile. modify a constructor? recompile. changing parameters, return types, or adding/removing UFUNCTION or UPROPERTY macros? recompile. you can simply search the web to read the experiences of thousands of ue devs complaining about slow compile times and workflows. it's the same with unity btw, search "reloading domain unity".
also verse is not in unreal engine. no studio is using verse for ue games. not sure why you threw that in.
i get you love c++ and dislike rust, but you aren't really making a good case for c++ when you group it in with other languages that have fast compile times ootb, make arguments that involve not using c++ (like blueprints, lol), and rely on brittle third-party hot-reloading solutions.