Coming from development with Visual Studio (C++, C#, VB.NET), when I started working with UE4 a couple of years ago I was in the wrong idea that Blueprints where a kind of visual editor of C++ code, more or less the same as Visual Studio has visual editors for creating forms and user controls that convert internally the designs to code.
But the reality is that Blueprints and C++ are two different and very separate way of creating UE4 projects. C++ projects are much better in performance, as far as I know, but have the con that you have to deal with VS and constantly be between both tools. Blueprints are easy and fast to use as you remain on UE4 all the time, but clearly performance is penalized.
So here is my request: A new and improved system for Blueprints where them are just a visual editor for C++ code, so any time you can switch between blueprint editor or C++ code editor and without never leaving UE4. This means
- a context menu options “Switch to code”/“Switch to editor” and an internal automatic conversion between changes in a blueprint and in the C++ code,
- full support of any C++ class, enum, interface, etc in both code and blueprints (with no exception),
- always save any class in common C++ files and save the blueprint graph in a secondary text file that describes the graph elements
- a C++ simple editor with intellisense inside UE4 to avoid the need of and external tool (or the option to work with VS if is the desired selection of the dev),
- an integrated compiler inside UE4, so no VS installation be needed
For me this colud be a new step in the Blueprints system, call it Blueprints 2.0, that would join performance (because you end compiling C++ always) with easiness (because you can code using BP and without the need of using an external dev tool).
Thanks for the attention. Anyway my congratulations for such an amazing tool as UE4.