Blueprint overview

As we have shown multiple times in our previous chapters, the advantages of exposing variables that will be iterated upon or made unique in many instances of the same class type is fairly obvious: these variables can be modified while running the editor by content creators with no programming knowledge whatsoever. System designers in particular depend on having the right variables exposed so they can tune and build variants of systems quickly and test them equally quickly. Doing this almost entirely from C++ as the FPS template begins means that changing those values at best requires compiling and doing a hot-reload of the game while in the editor, and at worst, shutting down the editor, building, and restarting it. Much ...

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