Clearer distinction between Blueprint visual scripting language and Blueprints as assets

Hello,

I am somewhat of a beginner on using Unreal Engine4 (a couple of months) and I am finally starting to get accustomed to the work flow properly. However, there is one thing that keeps bugging me and that is the non-existent distinction of the visual scripting language, called Blueprint, and the prefab//asset system, called Blueprint. Now I understand that they are intertwined, but for someone like me that mainly want to use C++ and then use Blueprints of these classes to set references and non-standard values only, it gets kind of frustrating that there is no clear distinction. The problem is when you are stuck, searching for help is nearly impossible since most search results including the word “blueprint” is about visual scripting, not about the use as assets/prefabs (at least the ratio is skewed towards the former which makes it hard to find).

It might just be me and I will have to adjust, but I thought I would just throw it out there to see what other people think and what input Epic have on this.

This is something they’ve recognised as problematic and have made efforts to change. Blueprint scripts and Blueprint classes are how they are referred to now.

Thats why i always recommand to use “Class Viewer” insted of “Content Browser” for placing actors :slight_smile: