# BP && C++ ... or   BP || C++ ???

**URL:** <https://forums.unrealengine.com/t/bp-c-or-bp-c/95221>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [June 27, 2017, 2:06am UTC](https://forums.unrealengine.com/t/bp-c-or-bp-c/95221 "2017-06-27T02:06:29Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![anonymous\_user\_ac72a5bb](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_ac72a5bb](https://forums.unrealengine.com/u/anonymous_user_ac72a5bb)\
**Post date:** [June 27, 2017, 2:06am UTC](https://forums.unrealengine.com/t/bp-c-or-bp-c/95221/1 "2017-06-27T02:06:29Z")

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Hi…

i´m confused… in somewhere i have read that BluePrints are for non-developers… but i like to use c++, btw… the only way i´m seeing to do animation for objects is through BP… how is it?.. can i use both or do i´m forced to use only one of them?

Let´s say… create a BP event (for instance a TimeLine animation), and then play it from c++

it is possible?

excuse me for making this kind of question i know is very basic, but i came from Unity and with Unreal seems to be a bit different the treatment …

Thanks…

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**Author:** ![anonymous\_user\_ac72a5bb](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_ac72a5bb](https://forums.unrealengine.com/u/anonymous_user_ac72a5bb)\
**Post date:** [June 27, 2017, 2:15am UTC](https://forums.unrealengine.com/t/bp-c-or-bp-c/95221/2 "2017-06-27T02:15:31Z")

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I was meaning something like this!

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>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

can i edit ANY of the BP properties?.. for instance to Play an animation with TimeLine ?

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**Author:** ![anonymous\_user\_9f47de28](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_9f47de28](https://forums.unrealengine.com/u/anonymous_user_9f47de28)\
**Post date:** [June 27, 2017, 2:27am UTC](https://forums.unrealengine.com/t/bp-c-or-bp-c/95221/3 "2017-06-27T02:27:03Z")

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You can create events (functions) in C++ which can be overridden by a BP subclass, or you can call BP functions from C++. Generally though your best bet is to use C++ as a foundation and then layer BP on top of that. So its definitely (C++ || BP)

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**Author:** ![anonymous\_user\_ac72a5bb](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_ac72a5bb](https://forums.unrealengine.com/u/anonymous_user_ac72a5bb)\
**Post date:** [June 27, 2017, 1:54pm UTC](https://forums.unrealengine.com/t/bp-c-or-bp-c/95221/5 "2017-06-27T13:54:56Z")

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Ok, seems that i need to rebuild my concept of using the Engine, because treatment is a bit different than Unity … but it is fine…  
Thanks for your reply.
