Is it bad practice to create a rough version of my game using Blueprints and then slowly convert classes to C++?

I’m working on a multiplayer project and I have a simple inventory system working. I’ve been working on learning how to use C++ with UE4 (not learning C++, I’m good on that) but it’s taking a lot of time. I’m thinking about getting lot of the game done in blueprints quickly and then slowly converting each class to C++.

What has become especially time consuming is the UI.

I’m not completely familiar with the work flow for UE4 so I can’t really foresee any big issues. Do people do this? Will this cause a lot of problems later on?

Yep, totally fine.

If I remember correctly from a livestream from Epic, they create prototypes in BP and then convert them to C++ once it starts getting too complicated. I think it was about Paragon.

Do you know how I would go about doing UI for multiplayer in C++ though? It’s the only thing worrying me. I can’t use GameMode (which all tutorials use) because that only runs on the server, and I have tried creating and adding a widget to the viewport from my Character.cpp but it doesn’t show up. Is there something simple I’m missing? Kind of just bothering me that I can’t figure this out haha.

Otherwise, thank’s a ton. I’m gonna get started on the prototype!

Well, I’m not sure. I don’t think I have personally seen any tutorials that deal with creating widgets from C++. They are always created in the game instance and called from there in blueprints.

I’m probably thinking about it wrong then. What do you mean the game instance?

The game instance is created whenever the game first loads and I don’t believe ever unloads. So you can store variables and events there that can be called anytime. Like asking the game instance to open a menu when you press ESC.

https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gYqSlbGQVKsRg6fpxWndZqZ/78XJYBfWXAA/

In fact this goes over creating a ui for multiplayer, but it’s in BP. But you could probably convert it to C++.

Hell yeah dude! You went way beyond my original question man, I appreciate all your help.

No problem, good luck on your UI.

You should also look into “nativization”. It’s a quick and dirty way of turning blueprints into C++ code. It does well enough that some things won’t require a manual conversion

(Blueprints Visual Scripting in Unreal Engine | Unreal Engine 5.1 Documentation)

I’m putting this in a separate answer rather than a comment so the accepted answer isn’t un-accepted.