17 de agosto de 2018

Balancing Blueprint and C++

Por Sam Deiter

When designing the architecture for an Unreal Engine 4 game, one of the primary questions you’ll have to answer is whether gameplay logic and data should be implemented in Blueprints, C++, or both. There is no single answer to this question, as it varies from one project to the next. In fact, a mix of both approaches is often in order for a project.
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While the question concerning when or where to implement Blueprints or C++ depends on the specific need, what is conclusive is that having access to both is crucial to developing and shipping your project.

With Blueprints, you can rapidly prototype and ship playable interactive content without touching a line of code. With complete C++ source code, you can study, customize and debug the entire engine, and ship your project without obstruction.

To help guide you in choosing the best method for your project, we recently published a section of our documentation, called Balancing Blueprint and C++. On this page, we explain options for implementing gameplay logic, provide a comparison of Blueprint and C++ classes, and discuss performance considerations. You’ll also find information on converting between Blueprints and C++.

The documentation is part of our section on the new sample Action RPG Game that we provide as a learning tool. Action RPG is a third-person “hack-and-slash” game designed specifically for developer education. 

To learn more about the use of Blueprints and C++ in game development, check out all the resources for Action RPG.