Welcome to our next chapter. This will be our first departure from focusing on C++ code, but not the last. Unreal has many systems with great capabilities that exist in a form you can access from the editor without writing any code. The most flexible and most closely related to actually writing code will be explored here, delving into UE4's blueprint system and its capabilities and limitations. Up until now, most of our work has been implementing things in C++ and minimally showing how these are interacted with as blueprint objects in the editor. Blueprint is capable of much more, including making whole games. In this chapter we'll cover:
- Blueprint review/overview
- Blueprint-only games, pros and cons
- Scritping an object with blueprint (elevator)
- Blueprint tips & tricks