Greetings, let’s imagine, that i’ve a blueprint with a lot of nodes, it’a really huge blueprint.Is that possible to convert blueprint to the persistent C++ class (theoretically, coz i know, that there is no implementation for it, right now), without rewriting it manually line by line?
Assuming you built some kind of editor plugin; using reflection against the types and some kind of node lookup, in theory you could translate blueprints to C++…
I think the bigger problem here would be a few fold; firstly, function duplication, without some kind of intelligent decisioning process you could end up with multiple copies on each function. Secondly, (and imho the bigger problem) would be optimization. it would likely flatten loops and generate all manner of spaghetti code… which you would probably have to clean up manually…
However, assuming you are dead set on this, I think I would approach it from a different angle… i would build a Visual studio add-in that intercepted the Unreal Build and deploy process… then you could take the results of the pre-processor, which i assume has the blueprints boiled down to C++ and scrape them off into separate source files.
Another option would be to build a editor plugin that hijacks the compile and scrapes the source out from there…