iOS Export | General Blueprint & C++ Question

Another UE4 Edit question.
When i start a project C++ for instance… i end up with a Xcode project but no map or something to simply start first building… which is the opposite with Blueprint projects.

So i start first with Blueprints but then i ant sync with Xcode or add reasonable code it seems.
Any suggestions how i can use C++ and Blueprints together while having also first an Edit pop-up to build first that need then my code?! :smiley:

I’ve also exported a mesh as scene… end ended with a mess… see picture.
Its an FBX from Modo 701 SP5 - i also tried Maya 2014 & 2015 (consider a FBX issue…)
BTW. besides that optical mess it runs very smooth with 60fps.

I guess i’m not the only one that kinda runs into small issues with the packaging/xcode deploy workflow in general.

Regards and thanks in advance

Nevermind : need to aask differently… :slight_smile: