Accessing full C++ from blueprint project

I know what you’re thinking…and yes I’ve searched! This seems to answer the question, but it was posted a year ago - Access blueprints from C++ - Blueprint - Epic Developer Community Forums

I’m wondering if anything has changed since that post last year. I have a game created with blueprints and I’d like to translate everything to C++. Is there anyway to get access to all of the game’s code? It has to exist somewhere right?..

Thanks!

Hello,

It has to exist somewhere right?..

You must translate everything node by node. Or write your game from scratch one more time

Is there anyway to get access to all of the game’s code?

You have access to that colorful nodes, but there is no c++ code. You can expose c++ functions to blueprints, but typical bp nodes aren’t c++ functions.

I’m wondering if anything has changed since that post last year.

Blueprints are cool feature for prototyping, but it’s bad idea to “write” game only in blueprints. It’s for prototyping.

XadE

Actully most nodes are C++ function bindings (all nodes with “f” icon), engine modules compile the same way as you game modules, they are essentially the same. If you got to UObject header files in engine source you will se lot of UFUNCTION and UPROPERTY there too.

There some experiments right now to make Blueprints compile to C++ code, if that will finalize then maybe you will be able to access Blueprint functions a lot easier in C++, without some crazy workarounds with UFunction objects

Great success! Then we can port the engine to blueprints and no one will complain about C++ ever again :smiley:

No :stuck_out_tongue: you will still need to bind C++ function to make them work in blueprint

Thanks everyone, I appreciate the responses!