# Can I expand a project using only Blueprints which was made using C++?

**URL:** <https://forums.unrealengine.com/t/can-i-expand-a-project-using-only-blueprints-which-was-made-using-c/421367>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [March 30, 2018, 8:53pm UTC](https://forums.unrealengine.com/t/can-i-expand-a-project-using-only-blueprints-which-was-made-using-c/421367 "2018-03-30T20:53:30Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![AkhilxNair](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AkhilxNair](https://forums.unrealengine.com/u/AkhilxNair)\
**Post date:** [March 30, 2018, 8:53pm UTC](https://forums.unrealengine.com/t/can-i-expand-a-project-using-only-blueprints-which-was-made-using-c/421367/1 "2018-03-30T20:53:30Z")

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I recently did Tom Looman’s Course on Udemy and also got the Source from Git  
I’m not a good C++ Programmer but Blueprints are way easier for me.

> **[Create Multiplayer Games with C++: Unreal Engine Mastery](https://www.udemy.com/course/unrealengine-cpp/)**
>
> Unleash the power of C++ and Blueprint to develop Multiplayer Games with AI in this Epic Games-approved course.

So the project is made in C++, Can I make changes like Adding Main Menu? Making it a Deathmatch game? change other stuff using blueprints?

> **[GitHub - tomlooman/CoopShooterUdemy: C++ Coop Horde Third-person Shooter for...](https://github.com/tomlooman/CoopShooterUdemy)**
>
> C++ Coop Horde Third-person Shooter for Unreal Engine 4 (Udemy Project) - GitHub - tomlooman/CoopShooterUdemy: C++ Coop Horde Third-person Shooter for Unreal Engine 4 (Udemy Project)

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**Author:** ![Shadowriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shadowriver](https://forums.unrealengine.com/u/Shadowriver)\
**Post date:** [March 31, 2018, 1:21pm UTC](https://forums.unrealengine.com/t/can-i-expand-a-project-using-only-blueprints-which-was-made-using-c/421367/2 "2018-03-31T13:21:07Z")

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Yes. Blueprints are classes same as C++ (go see class viewer), 95% nodes you see in blueprints are direct bindings of C++ functions (you only need to place BlueprintCallable or BlueprintPure in UFUNCTION), you just extend your C++ class in blueprint and add blueprint code to it whatever you like. You can use events to call out Blueprint code from C++

BlueprintImplementableEvent event usable only in blueprint

> **[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...

BlueprintNativeEvent event usable in both C++ and Blueprint

> **[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...

Delegate event which allows to bind any function in C++ and Blueprint

> **[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...

Here docs showing exemple of class that uses both C++ and blueprint:

> **[C++ and Blueprints](https://docs.unrealengine.com/5.1/en-US/cpp-and-blueprints-example/)**
>
> Introductory information for gameplay programmers getting started with Unreal Engine.

Since it a lot easier to set u components in blueprints i personally do base C++ class and then extend it with blueprint or bluyeprints to make class more editable in editor
