C++ to Blueprint AActor/APawn

Hello, When I create an actor using CPP and use it in the map, I save and quit unreal engine 5 and when I reopen the project and compile everything with no error, Actors and Pawns sometimes fail to load and I would have to delete the entire BP and create a new one from the base CPP class and redo all the BP development in the event graph.
my questions:
How can I make sure that the assets load correctly and I would not have to recreate an entire BP from CPP?
Would it be better to create everything in CPP? (adding skeletal or static meshes to actors, creating timelines?)

Thank you for your help.
FendZilla

Hey @Fendzilla, welcome to the community!
Have you looked into the Macros that Unreal has to offer? They have a ton in store for creating Actors and Pawns, in both Blueprint and CPP. Here’s a link to the docs to get you started: Blueprint Macro Library in Unreal Engine | Unreal Engine 5.0 Documentation
Other than that, in terms of it is better to create everything in CPP, that is really up to your specific development style. Preference is a big factor in terms of Blueprint and CPP.
I hope this can help!
-Zen