Mixing C++ with BP for a Pawn

I am coming from Unity and have been learning UE for the past few weeks.

I’m currently building a game that uses the Rolling Ball C++ template that uses a rolling ball as the character pawn, which is what I want.

I started having issues with my code and controlling the camera panning, so I clicked my default pawn and created a blueprint class from it.
I then used that BP for some camera control and stuffs, and set it to my Default Pawn with an overridden Game Mode BP.

My question is this… I want to add some code to the class to change functionality, and also add stuff to that Default pawn BP and change behavior.

How do I have both ‘classes’ and work in both as I learn the engine. In the future I want to spawn multiple of these balls for players to consume.

I did some testing and when I changed values in the Code class, it wasn’t reflected during runtime.

Some assistance in understanding would be awesome!

I hope this community is even better than the Unity one! I love UE so far!

Thanks

Concerrning the changes not getting reflected, it might come from the fact that UE instantiate variables and then assign the values to match the blueprints default value that you had assigned before.

You could take a look at the modified version of the leap plugin that I wrote: https://github.com/Deams51/leap-ue4
It uses c++ classes and blueprint inheriting from them.
Although I’m sure there are better examples around here, but as you I’m fairly new with ue4.

There’s the ‘battery c++ tutorial’ in Epic’s youtube channel; take a look at those videos.

Okay I got it figured out!

I rewatched the tutorials to check what I did wrong. I created a BP class based on code class, when I should have parented it.

Thanks everyone!