Criteria for Choosing Between Blueprint and C++
One of the biggest choices many people face when starting Unreal Engine (UE) development is "Should I use Blueprint or C++?"
Blueprint is a node-based visual scripting system and a powerful tool for intuitively building game logic without writing code. Meanwhile, C++ is the programming language at the core of UE, providing the highest performance and flexibility.
"Is Blueprint sufficient for simple processing?" "C++ seems difficult and I want to avoid it" "I hear C++ is essential for large projects, but where should I switch to C++?"
These questions directly impact development efficiency and future scalability. This article clarifies the strengths and weaknesses of Blueprint and C++, explaining best practices for optimal usage in your project.
Blueprint's Strengths
Blueprint particularly excels in the following areas.
Rapid Prototyping
Blueprint does have compilation, but it completes much faster compared to C++ full builds. After changing logic, you can immediately test and verify results in the editor. Ideal for early stages when you want to quickly shape game ideas, or when designers want to directly adjust logic.
About Blueprint Compilation
Blueprint does have compilation processing that runs automatically when saving or making changes. In small projects it completes almost instantly, but in large projects with hundreds of Blueprints, compilation at editor startup can take time. In such cases, migrating performance-critical logic to C++ can improve this.
Event-Driven Game Logic
Suitable for relatively simple processing that executes in response to trigger events (e.g., player enters area, button pressed).
Practical Example: Simple Door Opening/Closing Logic
In Blueprint, you can intuitively build logic by connecting nodes like this.
// Blueprint logic image
[Event BeginPlay]
|
-> [Set Timer by Function Name] (Function: "CheckPlayerDistance", Time: 0.1, Loop: True)
[Function: CheckPlayerDistance]
|
-> [Get Player Character]
-> [Get Distance To] (Target: Self)
-> [Branch] (Condition: Distance < 300)
|-- [True] -> [Timeline: OpenDoor] -> [Set Relative Rotation]
|-- [False] -> [Timeline: CloseDoor] -> [Set Relative Rotation]
Designer Collaboration
Being visual-based makes logic easier to understand for team members with less programming knowledge, facilitating collaboration.
C++'s Strengths
C++ handles the core parts of Unreal Engine's performance and extensibility.
Performance-Critical Processing
Complex mathematical calculations, large data processing, AI pathfinding, and other processing where frame rate-impacting performance is required should be implemented in C++. Compiled C++ code runs overwhelmingly faster than Blueprint which goes through an interpreter.
Engine Feature Extensions
When deeply involved with UE core features (e.g., rendering, physics, networking) or creating new types of components (e.g., custom movement components, specialized inventory systems), C++ is essential.
Practical Example: Custom Movement Component Foundation
Define the custom component foundation in C++ and make it available from Blueprint.
// MyCustomMovementComponent.h
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class MYPROJECT_API UMyCustomMovementComponent : public UActorComponent
{
GENERATED_BODY()
public:
// Define function callable from Blueprint
UFUNCTION(BlueprintCallable, Category = "Movement")
void ApplySpecialForce(FVector ForceDirection, float Strength);
// Implement fast calculation logic in C++
virtual void TickComponent(float DeltaTime, ELevelTick TickType, UActorComponentTickFunction* ThisFunction) override;
private:
// Complex data structures
TArray<FVector> ForceHistory;
};
Blueprint and C++ Integration Patterns
Rather than choosing one or the other, integration leveraging each's strengths is the best practice in UE development.
| Characteristic | Blueprint's Role | C++'s Role |
|---|---|---|
| Performance | Low-frequency, simple logic | High-frequency, complex calculations, foundational processing |
| Reusability | Level-specific logic, UI processing | Engine features, reusable components |
| Development Speed | Rapid prototyping, iteration | Building stable foundation, large-scale structure definition |
| Integration | Using functions and properties exposed from C++ | Providing APIs called from Blueprint |
Foundation in C++, Implementation in Blueprint
- C++: Implement core game data structures, custom components, and performance-demanding algorithms. Expose these features to Blueprint using macros like
UFUNCTION(BlueprintCallable)andUPROPERTY(EditAnywhere, BlueprintReadWrite). - Blueprint: Attach C++-created components to actors, call exposed functions, and build level-specific events and designer-facing logic.
Common Mistakes and Remedies
| Common Mistake | Problem | Best Practice |
|---|---|---|
| Overusing Tick processing in Blueprint | Complex logic executing every frame significantly degrades performance. | Implement Tick processing in C++, limit Blueprint to event-driven logic. |
| Implementing everything in C++ | Development speed decreases, designers' adjustable scope narrows. | Leave parameters needing adjustment and level-specific logic to Blueprint. |
| Duplicate implementation of same logic in both Blueprint and C++ | Maintenance cost increases, becomes breeding ground for bugs. | Unify the "source of truth" for logic in either C++ or Blueprint. |
Key Points for Role Division
Blueprint and C++ are two wheels of the powerful Unreal Engine.
- Blueprint: Excels at game logic and event processing—"what" and "when" to execute.
- C++: Excels at foundation and performance processing—"how" to execute fast and efficiently.
For beginners, the smoothest learning and development path is to first grasp the overall game picture with Blueprint, then gradually migrate to C++ as performance bottlenecks or reusable general-purpose functionality emerge. Understand proper role division and aim for efficient, extensible UE development.