Should i use Blueprints or C++

So me and 2 other friends are planning on building a pretty big game in ue4 one of my friends is an artist the other is a coder like me but i have never used this engine before, he has but he has only ever use Blueprints and I dont like visual coding because it can get very messy very quick and I would like to hear some peoples opinions about it.

Okay so description of the game we are planning on building-

So it will be in 3rd person and we are basing it off of Norse Mythology so we will have the tree (Yggdrasill) as the start area and we are planning on having 9 different portals that lead off into 9 different worlds they get progressively harder as you continue through the story and the worlds are going to be huge with many different enemies and structures. The character will learn different abilities and meet allies along the way.

Please leave your opinion down below and give your feedback on what we should use

Choose a better engine.

C++ runs faster than BP by a lot.
So always make the projects in c++.
Always.
You can use BP in a c++ project, but you cannot use c++ in a BP one…

My personal opinion is you should learn BP, but your project should be C++. Prototyping in BP is faster. BP facilitates learning the API a lot faster too.

I started with BP and when things started to get messy I moved to c++. I didn’t move all things to c++, simple actors with not much logic I keep in BP.

I use a mix of c++ and BP. I create the actor in c++ and I create a BP that will inherit from the c++ class. This actor has no logic in it. I just uset it to set assets ( like meshes that I expose from the c++ base class) and I can also use it to position the components in the viewport.

BP is great for fast prototyping and to learn the API. The conversion to c++ is fairly easy.

You can always make a choice for each particular feature. Even if you start out as a “blueprint” project, it’s very easy to convert it to C++ for any additional classes.

In general, you will almost always end up developing the “meat” of the logic and processing using C++, and then use Blueprint for the “configuration” – specific assets to use, specific event handlers to bind, etc. Thus, for your “Player Character,” you will probably end up with a C++ class “APlayerCharacter” that subclasses “ACharacter,” but then you’ll end up with “BP_PlayerCharacter” in blueprint to actually configure the meshes and movement tuning parameters and so on.

Similarly, you’ll have a AGameMode in C++, but subclass that in BP to BP_GameMode that is actually the configured class you tell the engine about. Editor configuration happens in the BP class; heavy lifting happens in the C++ class.