This is a general question about structuring UE4 projects, so I didn't think it was suitable for UE4 Answers 
I have found in my (*very limited*) trial of Unreal, that mixing Blueprints and C++ causes more issues that it's worth. Specifically, because you can't reference BP classes in C++, as soon as you start putting functionality into BPs you are very limited in what you can achieve in C++.
Am I missing something? Is there some text based way of circumventing the one way flow of information?
Failing that, should I pick one and if so, what do people recommend. Before starting, I would have assumed I'd have felt more comfortable in C++, being a coder. That said, iteration time is so much faster with the blueprints and it seems a shame to lock out non-coders at such an early stage.
Anyway, general thoughts on how to mix and match C++ and BP and what people finds work for them as a good divide.

I have found in my (*very limited*) trial of Unreal, that mixing Blueprints and C++ causes more issues that it's worth. Specifically, because you can't reference BP classes in C++, as soon as you start putting functionality into BPs you are very limited in what you can achieve in C++.
Am I missing something? Is there some text based way of circumventing the one way flow of information?
Failing that, should I pick one and if so, what do people recommend. Before starting, I would have assumed I'd have felt more comfortable in C++, being a coder. That said, iteration time is so much faster with the blueprints and it seems a shame to lock out non-coders at such an early stage.
Anyway, general thoughts on how to mix and match C++ and BP and what people finds work for them as a good divide.
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