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Blueprints and C++

The (Unofficial) Unreal Engine Podcast

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C++ for Gameplay Scripting

I'm kind of thinking of some funny things now you could probably do with just binary logic and just multi gates. My inclination is always to prototype first in blueprints and only take what I absolutely need into C++ because more people can look at blueprints than interpret them. At the end of the day, you should use whatever works for you. But if you're kind of just thinking about C ++ for gameplay scripting, I would really reconsider until you feel like you've hit a wall with blueprints.

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