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Replacing Blueprint Variable with C++ variable easier?

Right now since I don't know the Engine well and C++ I've been making my code in blueprints then converting the code to C++, so far it has worked good but I use the same variable names. I like to unlink my blueprints after the blueprint to C++ conversion is 100% done. But I would like those variables to stay hooked up together but reference the C++ ones not the blueprint ones. Is there any way to do this or do I have to do this manually and replug everything in from my inherited C++ variables with the same name. here is a example

alt text

I have those blueprint nodes hooked up to my original blueprint variables, but now I have the same exact C++ variables exposed under playerstats that was created in C++, is there a quick way to replace those nodes with the C++ ones or do I have to do it manually? This might be considered lazy but whatever can save time is good, with a huge blueprint class converted to C++ it could waste some time relinking everything.

I like to leave the old blueprint there (but unplugged) for my team members and some stuff I keep as blueprint to send to UMG.

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asked Sep 05 '14 at 02:59 AM in C++ Programming

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CJ31387
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avatar image seraniz Jan 21 '19 at 06:09 PM

Since your workflow is to convert to C++ once you are far enough along, I'd start with creating the C++ classes as you go. There you can add the variables but keep the logic in Blueprints until you are ready to move it to C++. CCleaner Happy Wheels VLC

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Since this pops up in google searches:

There is the Core Redirects system one can use to achieve this:

For example you have the blueprint MyGame_GameInstanceBP with a variable bGameStarted and you created one in the C++ UMyGameInstance called bHasGameStarted. The redirect would look as follows:

 ; In DefaultEngine.ini
 [CoreRedirects]
 +PropertyRedirects=(OldName="MyGame_GameInstanceBP_C.bGameStarted", NewName="MyGameInstance.bHasGameStarted")

Note the addition of _C to the blueprint name and the ommision the U prefix for the C++ class.

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answered Jan 18 '19 at 01:45 PM

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Pampersrocka
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Since your workflow is to convert to C++ once you are far enough along, I'd start with creating the C++ classes as you go. There you can add the variables but keep the logic in Blueprints until you are ready to move it to C++. That way, you don't have to worry about making sure which class (BP or C++) has the variable. They'll always be in the C++ and migration will be easier.

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answered Sep 05 '14 at 03:13 PM

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joeGraf STAFF
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