So, I’m coming to Unreal Engine from Unity and I’ve seen in the tutorials that C++ shouldn’t be used to do everything, only as a base for the blueprint classes.
But what does this mean? What is a base? What should the C++ code do and what should the Blueprint be doing?
For example, lets say the player triggers an event by opening a door in a horror game, and the event triggers a guy to attack the player while hes opening the door.
Which parts of this would be coded in C++ and which would be made using Blueprints?
Or, a cube in a 2D-Sidescroller that the player can move, and climb to reach places high up, how should this be created?
In Unity I would just create a C# script called TriggerEvent.cs which basically tells the Editor what a event is, the C# script would probably have a variable called trigger or something, which can be set in the Editor and the C# script would trigger that variable, which is set to something in the Editor, such as a jump scare or a animation.
But since Unreal Engine also has blueprints, I’m confused on what I should use for which parts.