Blueprints? C++? Both?

Hello all! I have been working with UE4 for a while, it is a great engine to say the least. But it has created a choice that must be made to create a game, C++, or blueprints. I am thinking of using C++ WITH blueprints, is this a good idea? Or should I just use c++, or just blueprints? I have worked with c# in unity, but some things are just faster to make in blueprints.

If you’re comfortable with C++, go with that “C++ & blueprints.” As I understand it, you can add C++ later by “generating visual studio project” at a later date.

The advantage of going blueprint only is that you will get a quicker turn around, and the source (MB) will stay small.

Ultimately it’s up to you, but in my experience, some of the loss in productivity by fart assing around with VS and C++ compiles were worse than the loss of speed caused by using blueprints.

In other words, if your game intends to use stuff like A* path finding, do it in C++, if you’re moving a first person character around and making a generic shooter, stick to blueprints. But again, this is my opinion.

For learning purposes, go both. Often I’d write in blueprints first, and if it felt slow or just painful, I’d do it in C++ then.

Use this phylosophy, making base classes in C++ containing all code i want to run nativly and blueprints for classes that use those base classes, this way artists you work with can do stuff. Think like you extending the engine it self, by adding frameworks, i think thats good approuch with C++ in UE4. Besides blueprint is a lot easier and safer to do asset refrences via varables then hard codeing them in C++.