"BP-ing" c++ classes

This question is about structuring projects, which im in general having a hard time figuring out so if someone can point me to a resource regarding that it would be very helpful. Anyways here is the question.

I have found myself making bp classes of c++ classes in some instances without really giving them any extra functionality. An example of this is that i needed to easily edit the settings of my gamemode c++ class, so i made a child of it as a bp class so i could edit them in the editor. Question is, is this a bad practice? What should i do instead?

Thanks.

It’s neither good nor bad.

However, in my view, adding a C++ class for nothing, just represents more work, specially if you decide to delete or change it in the end.

I usually have C++ parents for all core classes (game mode, game instance, pawn, controller e.t.c) by default. Also, it’s good to create all enums and structures in C++ to be able to use it anywhere. Everything else can be easily exposed later when you’ll need it :slight_smile: