- What two systems from UE3 did blueprint grow from, giving in the K2_ prefix for most of its C++ classes?
- What is a huge advantage of having source control integration in the editor?
- Why are UFUNCTIONS and UPROPERTIES so valuable?
- What is a good estimate of the time it would take to add session joining via C++?
- What are some tools to use to profile the performance of work done in blueprint?
- What are some drawbacks to building gameplay in blueprint and not C++?
- Why is blueprint at some level absolutely required for any UE4 project?
- What do you also need to do if you let running the PIE game compile your blueprints?