What is Epic's Process for converting Blueprint to C++?

I am a coder that has implemented the first part of our gameplay mechanic in blueprints.
Now that it is rather stable we would like to move it down to C++.

The Blueprints mostly inherit from C++ classes to begin with, so it should not be too bad.

Is the C++ api from unreal on par with what the blueprint nodes provide? obviously the answer is yes, but are there any nodes that are a bit tricky?

Also, I heard from various places (tutorials, etc) that you need to do extra things in C++ that you don’t have to do in blueprints. I think i remember something having to do with networking stuff.

Thanks!
J

Hi joessu,

You can use your existing Blueprints as a guide to write your C++ code. Unfortunately, there is no way to access the code that is created by the Blueprints when you run your game, so you will need to write all of the code yourself.

Almost every Blueprint node has a corresponding function in the Engine source code that defines how the node accomplishes its job. It may take some time and digging, but you should be able to find all of the functions for your Blueprint nodes and determine how to access those functions through code to duplicate your Blueprint functionality. If you do get stumped regarding how a node works, you can always right-click the node in the graph, select Copy, then paste into Notepad and you will see some pseudocode for that node. That should provide some additional benefit for you if you get stuck.

Thanks ! that is exactly what i was looking for. This digging that you refer to, is this in the blueprint nodes themselves or in the kismet modules? or both…

Hi joessu,

By “digging” I am referring to going into the source code for the Engine to locate the functions for each Blueprint node to determine how they work, and how you can either duplicate that functionality yourself or access the function itself to do what you want to do. You will probably want to start looking in UK2Node, and then expand from there.

Great! Thanks a bunch!