I resort to working mostly in C++ now. I will still use Blueprint child classes to benefit from the graphical interface of the unreal engine wherever possible. E.g. I won’t hardcode links to assets in C++.
This way, I probably won’t ever need to convert Blueprints to C++, thanks for the hint though.
Also, I would love to do certain stuff within Unreals visual scripting. I am a programmer and I feel at home with C++, but connecting events to event handlers and so on is something I’d rather do in a visual style. My plan was to implement functions in C++, make them Blueprint callable and then put everything together high-level in the Blueprint EventGraph.
However, I still have to see whether or not that approach is practically feasable.
As an example: I could, right now, copy the code within my overloaded Tick
method into several class methods with expressive names, all of them BlueprintCallable. And then, instead of calling them in C++, I would put them in the Blueprint Tick event. I argue that would help a lot with readability: The Blueprint would explain on a high level what happens each Tick.
And even more, I could use the visual coding to disconnect stuff instead of turning code lines into comments temprorarily, to deactivate behavior and so on.
But I wonder if it’s all worth it, given that I basically introduce an extra step.
I might as well stick to C++.