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.