Why should I implement the Ability System component in C++?

All tutorials I’ve seen do that. But the Ability System Component is already available to add, in blueprints, once you enable the plugin. Is there any reason to bother with C++ on this?

It expected to be used in multiplayer so to have better latency when using c++. (even tho single player will work fine)

The main reason is that more methods/event are exposed in c++ compared to the blueprint version, as mentioned here: Your First 60 Minutes with Gameplay Ability System | Tutorial

Also note that epic staff might add more function/event on each new iteration of the engine so some article might say x thing is not exposed in bp but is actually present in a future engine version.

Another reason i could thing of is console because playstation library api will probably need your project to be in C++.

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