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Blueprint organization and C++ Nativization

Hi everyone!

Just a question of organization today. I saw lots of different point of view regarding blueprints and was wondering if I could get the opinion of some veterans.

I'm working on a TPS and I created a BP_Player that contains all the movement and action inputs as well as the regular life, stamina, xp and inventory stuff. I also made an active camera function right in this blueprint that is referencing the main camera blueprint (not sure how I named it).

My question is: would the BP_player get too expensive on the long run? Should I refactor my blueprints to have the BP_Player_Controller to hold the inputs and the camera blueprint to hold the active camera stuff?

I got mitigated answers searching the internet. Some people say its better, some say it would just be a cleaner way to work and some people do it just like I did.

Second question: After prototyping, should I nativize my blueprints to C++ to make the game less expensive? Also get mitigated answers on that one and was told by an Ubisoft employee that they don't do it themselves.

Product Version: UE 4.19
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asked Jul 26 '18 at 03:44 PM in Blueprint Scripting

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FredPoissant
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  1. I think it doesn't matter in project with one developer. Let it be as is.

  2. Package game with and without nativization, and check performance in both builds.

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answered Jul 26 '18 at 04:19 PM

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redbox
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avatar image FredPoissant Jul 26 '18 at 05:44 PM

Thanks for the quick answer!

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