Hello ,i am just learning UE with c++ and i have a question .
if we are going to derived gamemode and character from C++ to BP and set the defaul pawnclass and the input in the blueprint why the use of c++ is there a way to do all by c++ ?
Hey there @GoldenFoe007! Welcome to the community! Most of the reason to derive Blueprint classes from their C++ parents would be to make it easy for designers to work with. Blueprints are also easier and quicker to prototype (in most situations) so the standard workflow just became C++ to BP.
When making a C++ class, you can derive directly from the C++ base classes. You can also see an example of this when you create a new project as just C++.
C++ code is loaded right away during project startup and will remain in the memory the whole process so if we add reference static mesh for example from c++ code, it will always be in memory. But if we do the reference static mesh part inside a blueprint, it will benefit from level streaming / spawning etc.. such that data is used only when needed in memory.
It kinda an old link and some of the features are deprecated but still some good advices on ue architecture: Balancing Blueprint and C++ | Unreal Engine 4.27 Documentation | Epic Developer Community
@SupportiveEntity @Arodi007 thank you for replying to my question can you point me to the documentation or give me exemple in c ++ to load mesh or the IMC_default and assign them to my code in c++ in character class without using blueprint and thank you