I am a bit skeptical on changing this file so I may just do a master BP and create child BP’s for the final actors, or just make the BP customizable in the level.
My goal is to be able to play media files using the mediaplayer and I have managed to do that in blueprints and custom hud, would prefer to do it all in c++ but if the declaration is gonna need a large dependency, I think BP’s might be a more efficient solution.
It’s really only telling the build system that your code will need access to this subsystem. The underlying MediaAssets code would be in the final build anyway as the Blueprint version would be using it, you’re not saving anything or causing any problems by making the change.
If your design would be cleaner and more constant with this in C++ then go for C++, having a ‘special case’ in Blueprint simply to avoid needing to tweak the build system feels off. You’ll likely find yourself needing to make similar build changes as you continue with your UE4 development, may as well start now.