I would like to hear everyone's opinions on the Blueprints available in the Marketplace.

I welcome any opinions on the pros and cons of the Blueprint assets being sold in the Marketplace, as well as the strengths and weaknesses of Blueprints themselves.

I am particularly puzzled by some assets that are marketed as ‘highly optimized, very advantageous for maintenance, and offering the highest level of compatibility, and accompanied by excellent performance.’

Realistically, I am curious whether such Blueprint assets sold with these promotional claims can truly surpass those built with C++ in terms of these advantages.

Thank you in advance to everyone who takes the time to respond.

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In terms of attaching things to your project, blueprints have a few notable advantages

  1. You can see how they work and update them

  2. Typically, they will move to another version of the engine without much hassle

  3. You don’t have to wait for the vendor to fix and recompile them every time there’s an engine update

  4. You won’t get left relying on something ( in a shipped project ) that’s no longer supported by the vendor ( which can happen with plugins )

As far as CPP over BP goes

  1. It’s much faster ( good example is voxel terrain )

  2. You can do anything you want, in blueprint you can only use what’s been exposed in nodes.

  3. Plugins can offer a lot of extra functionality, especially if they are editor only ( then it doesn’t matter if they break ).

It’s really up to you to decide, though…

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Thank you for the very clear and neat answer.
Most of these are facts I am aware of, but I think it is a really cool summary.
I’d love to hear more from other people! :+1:

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However, I still do not fully understand the second point described as an advantage of Blueprints.
Generally, Blueprint nodes created in the Unreal Editor cannot be transferred to a lower version of the engine; they can only be moved to a higher version.
Additionally, they often produce errors and are prone to breakages, such as reference errors and other various issues.
On the other hand, systems based on C++ operate without any issues even when moved to a lower engine version.
These problems can lead to the destruction of the entire project if the core functions of the project are implemented only through blueprint nodes.
Does anyone have a different opinion on this?

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Nobody goes backwards, that goes without saying :wink:

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Occasionally, various unavoidable situations require rolling back a project to a previous engine version.
In such cases, work created in higher versions cannot be rolled back. However, this is generally not the case with work created in code.
As someone whose livelihood involves developing with Unreal Engine, I often encounter situations like this…

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Spending half a day on the tedious task of copying and pasting nodes is not a trivial amount of time. :sweat_smile:

It sure is not but you be doing it only one time and expect a return out of it :innocent: