A while ago, I created a project in UE 4, in Blueprint Mode, following an online tutorial. One thing that the tutorial I watched, and many other online tutorials, mentioned was the fact that, at a certain point, the “right” thing to do would be to convert the Blueprint “code” to C++.
Now that UE 5 is here, I wanted to revisit that project, and hopefully be able to write that code in C++. I have some C++ knowledge, however what I do not really understand is how exactly the Blueprint and C++ methods of adding functionality to my levels and actors works;
For instance, I’m a bit confused on how to “create” an Actor or Pawn, with the C++ setup. If I right-click to create a new Asset, the only option that stands out to me is “Blueprint Class”:
Selecting that will then prompt me with the subsequent Class selections, where I can select Pawn or Actor, however there is no option for a “C++ Class”, or something along the lines of that.
Where do I go to actually create a C++ Class? Is that even possible to do, or am I misunderstanding how the C++ way of creating these things works?
Thanks for reading my post, any guidance is appreciated.
Would you reccomend downloading & installing the Visual Studio Integration Plug-In? My VS Instance says that Plug-In is missing, but I’d need to downgrade my UE instance down to v5.0.0 in order to install it… Is it neccessary?
Also, how does one give assign a Model to an Actor or Pawn in C++ mode? Usually, in the Blueprint mode, there is a dedicated viewport for the Model field, where you can add it and modify it accordingly. Is there such a thing in C++ mode as well?
When you add a mesh to a c++ you define it in the classes Header File (.h).
If you create a FirstPerson or ThirdPerson template (just for looking at) and specify c++ as the type - it creates a very nicely laid out sample of how to create models from c++ and how to use them…
So when I load the First Person Template, and I load the C++ class for the Character, I see that there is a paramter assignment for a Mesh Property in the Header file:
I’m just wondering, where exactly here is the specific model file name specified? How does the interpreter/compiler here know what model to access, as I don’t see an explicit filename listed anywhere?
That bit is in the Blueprint Editor - you set the mesh there in the same way as you do if you’d added the component from Blueprint… (That makes it easy to change it at any time too)