Is blueprints the best way tweak parameters?

Hi!

Is the correct way to tweak parameters in c++ classes by deriving them in blueprint classes and then load those blueprints back in code? Or how do you solve this clean and simple? I just don’t like that I get dependencies in code to specific content references but on the other hand by just using c++ I have to guess blindly more or less to find good values for some parameters.

Doing some tweaking and tuning in the early phase of a system or feature is feasible in Blueprints. When things are kind of clear and properly implemented I’d recommend to use something like DataTables with CSV files as source:
Depending on your VCS Blueprints can only be edited by one person at a time. Also merging binary files is not doable.
Hope that helps.

Best,
Eckhard

If I’m trying to do fast iterations, I tend to make the variables editable in the blueprints as it allows them to be changed/tested without having to recompile/close editor and things. However, once I have my variables at the values I want, I tend to then put them into code and eliminate the need for them in the blueprint.

I’m not sure whether it makes the code more optimized as it is not having to find variables in blueprints, however I don’t think there is much difference between having it in blueprints and editable from there, or within the code. I guess with it in blueprints, it may be more error prone.

Do you need a hard reference for accessing the data from the CSV file or how would the correct way of accessing that data be in UE4’s architecture?

If you derive it as a blueprint to tweak variables, you don’t need to later delete the blueprint to keep things optimized. Both objects should essentially be the same speed for member initialization.

Cheers,
Nick