i want to code in C++ not in blueprints

it seems that ue want me to code in blueprints, but what i want is pure c++. dragging drives me crazy, much harder to manage when project grows. but it makes a little concern that do anyone make a pure c++ ue game and push it on any market? if i choose c++, does it mean that i am going into a wild zone, while everyone say you can but no one ever done?

You don’t have to do anything in blueprint if you don’t want to. However there are some things that are easier to do in blueprint and some things that are safer to do in blueprint. You should be able to do as much or as little with blueprint as you want.

Some of the things that are easier are asynchronous operations, widget layouts and rapid prototyping.

One of the things that safer is any sort of content reference. You don’t want to have content paths hard coded or else your game is easily broken when files move or are deleted. Some references you can do through ini’s instead, but that’s difficult to try and apply everywhere.

Hi @user_3efc87921bcb4110447d2e17e4d7044ea0722e55da9367bcdafdd8. I’m a C++ developer using Unreal Engine so allow me to explain to some pros and cons to C++.

It is true that you can develop everything in C++, as the entire engine was built using mostly C++. C++ gives you more control over your code and it can also help with making your game run better on lower end PCs. However using ONLY C++ can be tricky as many recommend using both. Imagine this, you want to make a Main Menu. Unreal Engine has a visual widget editor that allows you to design the menu very quickly. If you were to make it using C++, well you have to create every element by code, position, and edit them BY CODE. Sounds painful right, because it is.

Many AAA developers and even indie developers who use C++ will always recommend using both. FF7 Remake is a good example. Using blueprints and C++ can make your coding experience easier as C++ is complicated already. Here is another example. Let’s say you need a reference to an animation. Well in blueprints it’s as simple as assigning the animation to a variable. In complete C++ you would probably have to get a hard file reference which means that if you decide to move, change, or delete an animation, you will have to edit your code and recompile which takes a lot of time. By coding your systems in C++ and exposing variables to blueprints allows you to change and modify things quickly without needing to close the editor and completely recompile the code via an IDE or Hot-Reload.

Not to mention that Blueprints have some Blueprints exclusive functionality that you cannot use in C++ like the delay node. Some things to keep mind.

I could go on and on, but hopefully you can see that making a game completely with C++ is going to be very difficult and will take more of your time. If you want, I highly recommend coding your systems in C++ and do the rest in Blueprints.
Hope this helps. :+1:

Data Only Blueprints is the only thing you shouldn’t avoid for handling asset references otherwise if you are a good C++ programmer perhaps with some help from AI assistants you can stay away from Blueprint Logic no problem.

C++ will be a lot easier to debug at runtime than Blueprint at least.

C++ you can even “debug” without the Unreal or Visual Studio running. We’ve caught many logic bugs by diffing file check-ins in the versioning system. :+1:

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.