I am new to UE, not new to programming, I graduate from a Software Engineering degree in a few weeks. I was wondering if there was any good resource I can use to make the process of converting blueprints to C++ any easier? i.e this type of node is this way, this other type of node you code this way, etc
What I found for myself is that manual converting is much easier than using the “File → Developer → Convert to C++” Function in the Blueprint Window.
That generated code is very unreadable bloated with extra state stuff…
So in my oppinion it depends on what you want to achieve…
If you want to use Blueprints but have better performance → Use Blueprint Nativization while cooking
If you are just curious how it would look like… → Forget about it… as it is not worth the work in my oppinion
If you want to refactor something from Blueprints to C++ → Do it manually (most of the stuff is exactly named like in the Blueprints)
only Datatypes have some additional Prefixes like A (Actor), U (Object or Component), F (Struct or Enum)
and sometimes for some methods you need to know where it comes from originally. Because Blueprints hide that sometimes like UGameplayStatics::GetAllActorsOfClass in C++ where in Blueprint you just need to type GetAllActorsOfClass
But if you want to get back to point 2…
Just Create two new Unreal Projects.
one with the ThirdPerson Character Blueprint Template
the other one with the ThirdPerson Character C++ Template
1- Do you really have to do so much defensive programming with if otherActor, otherComp, etc… I fail to see how you could collide with something that is not an actor and/or that has no primitive component.
2- Don’t do too much blueprint to C++ refactoring, it will have the side effect of making you realize how short a complex blueprint graph can be in C++
I don’t see this option either. I didn’t start a C++ project. I started a Blueprint project. Is it possible to convert my blueprints to C++ now and how?