Creating a whole game without using Blueprint

The 10x faster is true but not all is speed. You do want to code your complex systems in C++ and of course any expensive work but BP’s are deeply in the engine and should be used as the final entities in your game. Using only C++ will force you to reference many assets in code which is a very bad idea. Also using PAK files (the packaging system in Unreal using UnrealPak) will package .uasset files, so to create downloadable content you must have at-least one blueprint for stuff in your DLC. The workflow of gameplay code is also faster in BluePrint, you can just test in seconds, I usually do my prototypes in BluePrints and once they are working and I’m satisfied with it I move parts or the whole into C++ to optimize it.

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