So I recently switch to using unreal engine from unity. I have had some experience with C++, but none with Blueprint. Obviously, I wanted to do everything in C++ but I have read online that it is probably better to use both. Right now I am confused on how to blend these 2. I have thought of two ways: 1. Use Blueprint to declare classes, and then use C++ to write components that handle logic (similar to MonoBehavior in Unity) that will be added to blueprint classes. 2. The class, with all its components and variables are written in C++, and then Blueprint will inherit from that class. Blueprint can be used to change instance variables' values quickly.
Are either of those ways good? Are there better ways to do it?
I use both methods in a way. So I would define each actor in C++ and have BP inherit from it. But I also use components written in C++ inherited in BP which I add them to the BP actor classes.
Actors are the actual objects you see and use in game, and components are to share logic between the actors without having to inherit from each other when they do not have anything in common in the game world.