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Theoretical question regarding blueprints

Greetings, folks! I prefer programming more than using blueprints. But lately, studying examples of blueprints projects began to consider the use of blueprints and C + + code in tandem.So i've a question here, related to the experienced UE4 developers -- Do you using in yours (or your client's, maybe) projects,where whole systems implemented entirely on the blueprints, which somehow connected (synced) to the gamelogic written in C++. Another thing I'm worried -- that OUR project will be MMOFPS, If I can to set or receive data from/to blueprints in C + + code to synchronize with the future implementation of the server side?

My personal opinion is that Blueprints designed for creating game logic from scratch, by the game designers, which in the future will be implemented by programmers in C++ code. Am i right?

Please share your experiences and thoughts. Thank you in advance.

/JC

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asked Jun 26 '14 at 07:39 PM in Blueprint Scripting

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Jesse Clark
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The recommended approach for a sizable game is a hybrid of C++ and Blueprints. C++ is the language of choice for building frameworks, the large overarching systems of your game. Blueprints are capable of doing a lot of things, but they are best suited for gameplay refinement and scripted one-offs.

Blueprints can easily consume information and classes from C++. Flowing the opposite direction is difficult.

Unless you need to for serious performance reasons, or better software design/organization/easy interaction with other C++ code, there's no reason you 'need' to do a lot of gameplay programming in blueprints and then wait for someone to write it in C++ later - just to have it in C++. You may as well keep it in blueprints, unless one of those things is true.

Cheers, Nick

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answered Jun 26 '14 at 08:15 PM

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Nick Darnell ♦♦ STAFF
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avatar image Jesse Clark Jun 26 '14 at 08:28 PM

Thank you!

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