# C++ and Blueprint to Art Pipeline

**URL:** <https://forums.unrealengine.com/t/c-and-blueprint-to-art-pipeline/307848>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [February 23, 2015, 8:34pm UTC](https://forums.unrealengine.com/t/c-and-blueprint-to-art-pipeline/307848 "2015-02-23T20:34:06Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![anonymous\_user\_f26cea5f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f26cea5f](https://forums.unrealengine.com/u/anonymous_user_f26cea5f)\
**Post date:** [February 23, 2015, 8:34pm UTC](https://forums.unrealengine.com/t/c-and-blueprint-to-art-pipeline/307848/1 "2015-02-23T20:34:06Z")

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Alright, I hope this is the right spot for this - It seems like it may be more of a networking question possibly,  
but here goes…

Let’s say a coding pal and an art pal of mine get together. We want to start prototyping and testing mechanics. I do not have Visual studio, nor can I code very proficiently outside of visual scripting - but my artist pal and I can provide the artwork between the two of us and have a specific object in mind which we relay to the coder - who happens to be the only one with visual studio (naturally). Is it still possible for me to use the custom code that the coder or coders produce on MY machine while I implement the art and blueprints - even if I don’t have visual studio? How we we go about beginning a project together in such a situation?

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**Author:** ![MickD777](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MickD777](https://forums.unrealengine.com/u/MickD777)\
**Post date:** [February 23, 2015, 9:04pm UTC](https://forums.unrealengine.com/t/c-and-blueprint-to-art-pipeline/307848/2 "2015-02-23T21:04:27Z")

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Yes it’s possible (of course 😉 ). Basically, when the programmer is done with his C++ class, or modification, he will compile the project and this will result in the update of your project .dll file. This file is by default located there :

**YourGame\Binaries\Win64**

The Win64 part is your target platform, it could be Win32, Mac, PS4, etc.

The base game dll for the editor will be called **UE4Editor-YourGame.dll**. Basically, this is what you need to share with the whole team.

Hope this helps!

Mick

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**Author:** ![anonymous\_user\_f26cea5f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f26cea5f](https://forums.unrealengine.com/u/anonymous_user_f26cea5f)\
**Post date:** [February 23, 2015, 9:25pm UTC](https://forums.unrealengine.com/t/c-and-blueprint-to-art-pipeline/307848/3 "2015-02-23T21:25:01Z")

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Oh! lovely! Thank you for the fast response! Now, I don’t like clogging up Answerhub, so I want to make sure I perfectly understand the process…So would it make sense for the coder to start a project on his side, compile it when finished and then, say, send me over the .dll, then I load it up and start building the level and filling it with the art? I forgot to mention that the coders and art team would all be separated by many miles. What if there are multiple coders, handling different aspects? What networking solution would you propose for a situation like this?

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**Author:** ![MickD777](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MickD777](https://forums.unrealengine.com/u/MickD777)\
**Post date:** [February 23, 2015, 9:45pm UTC](https://forums.unrealengine.com/t/c-and-blueprint-to-art-pipeline/307848/4 "2015-02-23T21:45:12Z")

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There is a number of Source Control solution that you can use. SVN, Perforce, GitHub. Unreal as Source Control plugins for both SVN and Perforce, I prefer Perforce but SVN is free.

Source control is the regular way to develop in team, look it up!

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**Author:** ![anonymous\_user\_f26cea5f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f26cea5f](https://forums.unrealengine.com/u/anonymous_user_f26cea5f)\
**Post date:** [February 23, 2015, 9:56pm UTC](https://forums.unrealengine.com/t/c-and-blueprint-to-art-pipeline/307848/5 "2015-02-23T21:56:31Z")

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Alright, i’m going to read into to it much further. Thank you!

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<div class="post-metadata">

**Author:** ![anonymous\_user\_f26cea5f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_f26cea5f](https://forums.unrealengine.com/u/anonymous_user_f26cea5f)\
**Post date:** [February 23, 2015, 10:04pm UTC](https://forums.unrealengine.com/t/c-and-blueprint-to-art-pipeline/307848/6 "2015-02-23T22:04:35Z")

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> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> 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...

Would this be a decent starting point?

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**Author:** ![MickD777](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MickD777](https://forums.unrealengine.com/u/MickD777)\
**Post date:** [February 23, 2015, 10:10pm UTC](https://forums.unrealengine.com/t/c-and-blueprint-to-art-pipeline/307848/7 "2015-02-23T22:10:56Z")

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Yes, this seems like a good tutorial on how to setup SVN with Unreal 4. Don’t forget to accept the answer! 🙂

Mick
