Hi guys,
so I’am working with UE4 for couple of months and started to know it and like it. But still there is this one question I dont have answer for: What kind of logic should I put into blueprint scripting and what into C++? Are there any general or best practices about it? Is it OK to use blueprint types in C++ and vice versa? Whats the intended way of communication beetwen blueprints and C++? Over and over again I run into situation when I want to use types defined in blueprints from C++ code.
For example: I created BP_Rocket blueprint which is an Actor and represents rocket. Now in C++ I want to write function that spawns BP_Rocket and configures it in some way. Is doable ? Is it the way it should be done? Or maybe I should refactor logic from BP_Rocket to C++ and make everything work on the C++ side?
Help!