Creating blueprints from the new actor classes
You may wonder why we would want to create Blueprint classes even after having C++ actor classes. The answer is in finding the right balance.
While it is totally acceptable to create actor classes solely with C++, particularly to increase performance, there is a trade-off involved—by exclusively relying on C++, you sacrifice the flexibility provided by blueprints. On the other hand, utilizing blueprints to handle relatively simple and editable data settings proves to be a more advantageous choice. It allows for easier tweaking and iteration without requiring code changes.
Thus, combining the power of both C++ and blueprints enables us to strike the ideal balance between performance, complexity, and flexibility in game development.
For instance, a character class for the initial settings and display meshes for different characters may vary; in such a scenario, it would be much easier and less work to edit them in the Blueprint...