BluePrints VS C++

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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