Blueprints vs C++

**You can achieve great things in Blueprints. **All of the UE4 Tool Suite interface with Blueprints. Complex concepts like Animation State Machines and AI Behavior Trees are handled with elegant visuals in Blueprints. Gameplay Designers use Blueprints. All of the C++ Plugins i’ve used thus far provide a Blueprints interface. You can increase Blueprints performance by Nativizing.

We only use C++ for features not exposed to blueprints by default like HTTP communications :(. We only implement C++ in the form of plugins for ease of add/remove/replacement. Most process extensive tasks are already handled in Engine C++ likefast pathing. If an feature cannot be implemented in Blueprints with decent performance, we’ll seek a Plugin alternative or eliminate the feature.

The question is is eventually narrowed down to what do you want to use C++ for?