In Unreal Engine, scripting with Blueprints is fantastic for quick iterations and prototyping, while C++ offers greater control and performance, especially in mobile game development. Combining both allows you to strike a balance between ease and efficiency.
Code Example: A Simple Blueprint Callable C++ Function
UFUNCTION(BlueprintCallable, Category = "Custom")
void MyCustomFunction()
{
UE_LOG(LogTemp, Warning, TEXT("This is a C++ function called from Blueprint!"));
}
In this code, the UFUNCTION
macro makes the C++ function callable in Blueprints, allowing developers to use it in their visual scripting environment.
This approach helps achieve better performance where required while keeping the simplicity of Blueprints for non-critical logic.