What should I use, BP or C++?

Hello,

What is the best solution to manage my game base system?
I mean, what should I use to manage for example the gamestates (switching from menu to game), the multiplayer, the save games (loading a file, getting the info and loading the game), … ?

Because I’ve seen on the documation BP is mainly to manage levels and actors etc., but my game will be an open world, so basically there will only be one level.

Thank you.

Thank you for your answer.
Indeed I’ve played around with BP and find this feature really great.
But I’m just wondering, what kind of BP should I use, for example in a multi-level game, to manage all the game core? Level-blueprints are only loaded for each levels, but I want it to be the same script executed anywhere, and at any time… I don’t know if I’m clear enough… :confused:

Another example: I load the game graphics properties in this blueprint at the gamestart, and at each level, I edit some actors properties to adapt them to the graphics property. But I don’t want to load the player’s graphics properties at each level start…

Hi Shelby, if you create a github build, you’ll have access to c++ and blueprints. Blueprints is incredibly flexible, you can use it for most things, so don’t make too many judgements about it till you’ve been using it for a while. And if you find there’s something it can’t do, if you’re using a C++ project, you can just create functions and expose them to blueprints…

Take a look at this;
https://docs.unrealengine.com/latest/INT/Programming/Gameplay/Framework/GameMode/index.html