When you’re making a big/complex game system, how do you decide which parts to create using Blueprints and which parts to code in C++? Do you follow a standard rule (like ‘game logic in C++ and UI in Blueprints’), or do you decide based on the situation?
Hi @Suhebm .
That’s a great question.
From my experience working with Unreal Engine, I’d say the choice between Blueprints and C++ depends a lot on the context and on what the system and the team actually need. There’s no strict rule like all logic in C++ and all UI in Blueprints.
Here are a few common examples to give you a better idea:
Performance -Related systems uses C++
Examples: AI pathfinding, custom movement, large inventory or spawning systems, and networking logic. These are the parts you don’t want to slow down, and C++ gives you better performance and more control.
Gameplay logic uses Blueprints:
Things like missions, triggers, enemy behavior, and VFX/SFX/animations are usually developed in Blueprints. It’s much faster to prototype and tweak there, and you don’t have to wait for a full C++ compile every time you make a small change.
UI and animations uses Mostly in Blueprints:
Unreal Motion Graphics (UMG) is the built‑in visual UI system for menus, HUDs, and inventory screens. You can simply drag and drop widgets,buttons, health bars, text,and connect the logic in Blueprints. UI tends to change often and rarely affects performance, so Blueprints are ideal.
If you want to dive deeper, here’s the official documentation, explaining how Blueprints and C++ work together and in which cases each is the better choice:
Also there is a video that explain more about the Blueprint vs C++
Hope it helps !!