After using UE4 for a while I have some thoughts on the balance between C++ and blueprints.
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Is it possible to create a C++ interface and then implement that into a blueprint class? Whenever I create a C++ interface the interface list in the blueprint never shows my C++ interface.
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Wouldn’t it be cool if you could do something like this:
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BaseClass (C++)
- bpBaseClass (Blueprint)- ChildClass (C++)
- bpChildClass (Blueprint)- ThirdChildClass (C++)
- bpThirdChildClass (Blueprint)
- ThirdChildClass (C++)
- ChildClass (C++)
So the ThirdChildClass inherits from ChildClass but also picks up all the features of the blueprint extensions along the way without referencing them, it would mean C++ and blueprints would be almost a reflection of each other just with the option to add blueprint functionality at run time.
Currently you can’t do this because the C++ classes need to know their parent class at compile time, but perhaps there is a way to treat blueprints as more an extension of a class as opposed to a whole new class unto itself?
Thanks