Open code to Blueprint?

Hi. Quick question. Seeing as how I can create a class in c++, add the class actor to my scene, then create a blueprint from it: Is this doable the other way around? Am I able to first create a blueprint in UE4, then open the code to it in Visual Studio? This would be really nice as I think it will be a great way for me to learn the classes and functions in a timely manner :smiley:

Hi Clunk,

I’m afraid going the other way isn’t possible. Blueprints compile directly to the in-memory reflected representation of a class and generate bytecode; they don’t produce C++ code. It’s possible to view a textual representation of the compiled class, or a disassembly of the bytecode (using CompileDisplaysTextBackend, etc… in BaseEngine.ini) but the result is pretty hard to understand and isn’t really a good learning resource; it’s just useful if you are extending/debugging the Blueprint compiler.

However, many nodes in Blueprints are a direct one-to-one relationship with functions and member variables in C++, and a lot of other concepts map directly as well (such as components you add in the Components view). I think you’ll find that your experience working with Blueprints will translate nicely over to C++. If you have a .sln in place, the editor will offer direct code access in various places (you can click on the parent class in the top right to open VS and take you to the source code for that class, etc…)

Cheers,
Noland

Thanks man, I figured it would be this way, but never hurts to ask. I only was hoping because intellisense doesn’t work in VS2013 for me. Luckily though, I can just use the blueprint system to figure out the functions / variables. That way I’ll know BP anyway on top of coding, so I guess it’s a win/win situation. Thanks for the information :smiley:

:slight_smile: I was wondering the same thing. :frowning: I would liked this was possible

This may be possible with that Blueprint to C++ compiler in works is done