It has taken me 2 months now to finish a C+±Project in OpenGL. Now I want to have it in Unreal Engine as a Blueprint. The question is how? I’m pretty new to Blueprint scripting, so I don’t know if there are the same functions as in C++. I’ve also searched the internet and I only found results on how to convert Blueprint to C++.
thanks for your answer! This tutorial shows how to convert blueprint to c++, but I want the exact opposite thing. My C++ project was created in OpenGL, contains a whole lot of classes and I want it in Unreal Engine (best if it woud be blueprints). Thanks for your help anyway:)
As far as I know, there is no way to convert a C++ code into Blueprints. I think the reason is pretty simple. Because blueprints are a visual programming language, although nodes in blueprints are created inside C++. You can visually drag nodes and move them around inside a graph. how a converter (imagine there be one) can place nodes inside a graph, find empty spaces to place nodes. Further more, blueprints are way less expanded than a major programming language like C++. There are behaviors that only in C++ can be done, now how a converter can convert those codes into Blueprints while they do not even exist? Even when you try to convert a programming language into another one, there is no a straight and flawless way to do it. To make it more clear (and yes exaggerated), consider it this way;
You write about a scene that you have seen before, and give your writings to a painter to paint what you saw. And then drag this painting to someone else and ask him to convert this painting back to a text, how close these two texts together may be?
If you want to convert a C++ into Blueprints, you have to do it yourself. Learn BPs, and do the job on your own (recreate your project inside blueprints).
OpenGL is a completely different framework to the UE4 API. Translating it would be confusing, as some parts may not work together. It would be almost as hard as re-writing the code, but instead you are using a visual scripting interface (which makes it a little easier).
To be completely honest, it’d be somewhat harder to do it with blueprints, since you may struggle to find the correct nodes. The C++ side of Unreal Engine is much more broken down, instead of large, bulky functions that do everything for you.