Team couldn't use blueprints because C++ wasn't compiled

My team just started Perforce for development and we ran into a snag with C++ derived blueprints. The blueprints I made couldn’t be used because the C++ classes weren’t compiled and therefore, didn’t show up in their editors. Because of this, the blueprints had null parent classes and my team had to redo the blueprints to match what I had made. I initially checked in Binaries, Config, Content, and Source, and I was wondering if I’m not checking in the correct stuff so that my team doesn’t have to redo the blueprints I’ve made on their end to actually use my code