Extending the C++ class with Blueprints
As mentioned earlier, most developers extend the C++ code logic to blueprints to link this with the assets they will use. This is done to achieve easy asset assignment compared to finding and setting up the asset in code. Furthermore, it allows developers to use powerful blueprint features such as Timelines, Events, and ready-to-use macros, in combination with their C++ code, to achieve the maximum benefit of developing with both C++ and Blueprints.
So far, we have made a C++ Character
class. In it, we have set up components and movement capabilities. Now, we want to specify the assets that are going to be used in our class, as well as add input and movement ability. For this, it is easier to extend with Blueprint and set up the options there. This is what we will be doing in the next exercise.
Exercise 3.02 – extending C++ with Blueprints
In this exercise, you will learn how to extend the C++ class you created with Blueprints...