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Most C++ tutorials I see use blueprints to some extent. For example, Epic’s own C++ tutorials show using C++ to create classes and create the logic while extending those classes to blueprints and using them to modify certain parameters.
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The relationship typically involves doing most of the logic in C++ and then extending your classes to blueprints and modifying any exposed parameters. You can have a projectile class which deals with how the projectile travels and what it does when it hits something. But by extending it with blueprints, you can modify how the projectile looks, modify certain exposed parameters such as projectile velocity.
That’s really just scratching the surface on handling C++ and blueprints relationship. There is probably a lot I didn’t cover, but most of what I did cover is how I approach it and is what I have seen others do.