Transfering blueprint code to C++?

There no way to directly convert your blueprints (other then hard to modify nativisation) , you need to do it manually and best way to do it is just learn C++ once oyu got that it becomes natural, just because most nodes are normal simple function binds, name is generates straight from function name, just remove spaces, the “Target” shows you in which class the function is. As for static nodes (without “Target”) most of them sit in UGameplayStatics or other blueprint library classes:

But keep in mind even thru those functions are reusable in C++ most of them was made to make access to other things in C++ that can not be directly binded to Blueprint like for example UKismetMathLibrary which is just front end for FMath which is one you should use in C++. Same goes with events, events in C++ are mainly virtual function overrides something that Blueprint can not do and event dispatchers are called delegates.

You already know about C++ side of things just by knowing blueprint, they using exact same APIs, all you see in blueprint has a orgin in C++, so just learn it and you will be suppriced how you already know a lot of C++ functions

I just starting out but i making C++ tutorial stream but it’s just beginning but should get you started: