C++ AND Blueprints.

How do you distribute / organize the content between Blueprints and C ++ classes? Do you opt for one or the other, or do you mix it? I have noticed that it is much more comfortable to work with Blueprints, not only the nodes, also you see what components your object has without knowing whether or not to inherit something from the base class, pure C++ require you know well that classes that you use, and so on. On the other hand C ++ is faster. What are you doing? Is there any standard way to work in this case?

Have a look at this thread: this
You really want to use both to get the most out of UE4.

Ok, this is how I do it for the UI: I make a C++ back-end, then have the Blueprints call in all the variables needed for the UI. If necessary, the variables will get organised to be ready to shown in the UI BPs as well.

You may also want to use BP for animations and certain parts of the AI. You can definitely do it with C++ alone, although you would make it unnecessarily hard for yourself if you go that route. C++ is much faster, although you won’t get get much of a performance boost by foregoing BP altogether.

Use Both they both are awesome, I use BP for timelines,Animation and some AI tasks. C++ for everything else there are some frustrations with working with C++ like Intellisense, Compilation Times etc so in case you want to try something new I would recommend BP.

To oversimplify it quite a bit - C++ are systems, Blueprint is content. Your C++ side of things should know that there’s something called a weapon and when that weapon hits a AMyCharacter class it can apply damage to it. Your code should NOT know that Ungar the Mighty has a jump attack with his club that he starts using if his health drops below 40%.

I put most of the logic in C++. All my BPs have C++ base classes so I can decide on a case by case basis what should go where. A lot of my test members vars might only be in bp for example. Hot reload for compiling C++ has improved alot but is still not perfect. I highly recommend a SSD if you’e using C++. It was unbearable on a mechanical drive. So, use both. If you want to try something real quick you can throw it together in BP and then move to C++ later. I tend to always start in C++ though but that’s just me.

I would also suggest to have a look at the following links:
C++ and Blueprints and Balancing Blueprint and C++.

The “Action RPG” provides a good starting point to balance between C++ and Blueprint.

Ultimately, it depends on your team composition (and project) which proportion there is between BP and C++.

In a professional setting it is all about the breakdown of labor. I want everything in c++ because it runs faster, its easier to debug, and i can do 100 times as many things in the time it takes to drag noodles around.

But. I am not the game. We rely on designers. And either the designer can come say, I need this to turn faster. Or you could have created a blueprint for the designer to adjust the turn speed on him or her self. And this allows the engineer to finish the next blueprint, and the next. Rather than pretending the engineer is a handheld tool that designers use.

In the end. The iteration time is what determines the quality of the end product. The faster you can iterate on changes the better the game will become.