March 2019
Intermediate to advanced
708 pages
17h 9m
English
While this book focuses on C++, when developing with Unreal a more standard workflow is to implement core gameplay functionality as well as performance-critical code in C++, and expose those features to Blueprint to allow designers to prototype gameplay, which can then be refactored by programmers with additional Blueprint features, or pushed back down to the C++ layer. One of the most common tasks, then, is to mark up our classes and structs in such a way that they are visible to the Blueprint system.
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