BluePrints VS C++

BluePrints VS C++?
It’s not really a competition, if I understand correctly, CPP and BluePrints have their own niches and tasks that one will handle better than the other, but at this point of reflection I have a question:
When is it more advantageous to use cpp and when is it more advantageous to use BluePrints?

As you said, this is not a competition. Both work great with each other.
The general idea I gathered from reading questions like this one is:

  • Blueprints are really great when prototyping an idea.
  • C++ is great at performance.

Basically, blueprints are fast to create, easy to read, and guide you well using context-sensitive nodes.
C++ is usually faster than blueprints, but it comes at the cost of longer development time (at first). You can also use C++ functions as blueprint nodes (if defined correctly).

I personally enjoy C++ more, but that just come from my coding background. I also think BP is great.

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As one who started off with blueprints I can safely say that both are viable and work well with one another.

Blueprints:

  • Easy to prototype new ideas
  • Easy to debug due to visual feedback
  • Easy to maintain, expand
  • When you make an error it does not result in a fatal error and crash

C++:

  • Much, much better performance
  • More freedom, can extend or override features of the engine, unavailable for blueprints
  • You can define functions and properties to be UPROPERTY or UFUNCTION so your C++ function is available in blueprints.
  • Downright crash if you do not have good error handling, which forces you to find and eliminate bugs.

My current development cycle is as follows:
Create stuff in blueprints, toy around > Re-implement in C++ > Make child blueprint class from C++ class > Repeat

This way I can iterate fast but also the end result is much more robust.

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