Exposing C++ to Blueprint
Every specifier you attach to a UPROPERTY or UFUNCTION is a decision about who gets to see and
C++ base, Blueprint derived
Almost every shipped Unreal project is built on the same shape: a small number of C++ classes that
Function libraries
Not every piece of logic belongs on an object. A damage falloff formula, a string-formatting helper, a
Data-driven design
Subclassing gets you far — see C++ base, Blueprint derived — but it
Blueprint performance
"Blueprint is slow" is the kind of claim that's technically true and mostly useless. It's true in the