Questions

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