Hi,
I come from Unity where the workflow that pretty much everyone is using is to create prefabs and expose multiple values in the editor (by setting them as public member variables) so it’s easy to change them without touching the code. I really like that workflow since it enables programmers to do most of the work in the code, while designers and artists can change values and quickly prototype.
What would be a similar way to do this in Unreal? Am I correct to assume that Blueprints can play the role of Prefabs in that case (i.e. using Blueprints only for their capability to edit their values inside the editor, and not the visual scripting)? Is there a major performance hit compared to just instantiating the C++ classes directly and having the values hardcoded in the files?
Basically, I guess I’m just looking for the best way to implement all the features in C++ without using visual scripting, while still being able to quickly edit the values/properties of the actors inside the editor.