While the scripting option might seem theoretically efficient, it’s less practical in the long run due to several challenges. Firstly, Unreal Engine doesn’t support this natively, meaning you would have to create the scripting solution from scratch. Additionally, as far as I’m aware there are no widely known third-party solutions to automate this process seamlessly.
In contrast, a more reliable and efficient approach is to either manually create custom Blueprint nodes, as I initially suggested, or expose your C++ functions to Blueprints using the UFUNCTION macro. These methods are well-integrated into Unreal Engine’s ecosystem, providing better control over your project logic and ensuring long-term stability and maintainability of your project.