I’m starting to learn the Unreal Engine using C++ and I’ve often been wondering to myself about how exactly I should be using C++ in Unreal.
It’s kinda hard to explain but I think it’s likely due to a lack of understanding about both blueprints and C++ within Unreal. I come from a Unity background so what I’m used to doing is essentially programming components and attached them to prefabs which I’m pretty sure you can do in Unreal, where you attach custom components to blueprints. But then you have stuff like the ability to actually program the blueprints themselves which sort of confuses me a little and makes me wonder stuff such as should I be programming all my functionality of the player, enemies and such within classes that the blueprints inherits from or do something similar to what I’ll do in Unity where I’ll make multiple different components for moving, firing and then attach them to the prefab/blueprint?
I feel like I should be going with the latter as it’s what I’ve seen most tutorials on programming with C++ in Unreal do but I feel doing it that way would remove some flexibility. Like what if I had multiple blueprints for multiple different types of enemies, with each enemy having some slight differences in functionality to each other. I surely wouldn’t have to create multiple classes for each of these blueprints to inherit from would I? Or would I then go for the Component route where I create different components and attach them to their respective blueprints?