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C++ versus Blueprints: Which should I use for Unreal Engine game development?

c++ vs Blueprints

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Introduction

When programming game elements in Unreal, developers have two main options: develop using Unreal’s visual blueprint system or develop using the C++ language. 

The Blueprint system in Unreal Engine is a powerful visual scripting tool designed to help developers create gameplay mechanics without needing to write traditional code. Introduced in Unreal Engine 4 to make game development more accessible to non-programmers, Blueprints enable users to build systems by dragging and dropping pre-built nodes, representing code functions. Some developers treat blueprints as the be-all and end-all for programming in Unreal…

…but on the other hand, we have those who advocate C++ and its ability to program almost anything in Unreal. It has performance, versatility, and arguably makes you a better designer because you can control almost every mechanic of the game you are developing. 

In this blog post, we discuss the differences between the two approaches and hopefully it will help more people understand that it’s not an either/or decision and the most effective utilization is to use them to complement each other. 

Getting started: How to install Unreal Engine and Visual Studio

Introduction to Unreal’s Blueprint System

According to Epic, the creators of the Unreal Engine, the Blueprint Visual Scripting system is a “complete gameplay scripting system based on the concept of using a node-based interface to create gameplay elements from within Unreal Editor.”

Before Blueprints, Unreal Engine used a scripting language called UnrealScript (used in Unreal Engine 3 and earlier). While powerful, it required traditional programming knowledge and didn’t cater to artists or designers (which arguably comprise a greater bulk of game development) who needed to iterate rapidly without diving into code.

The idea was to make game development more accessible to a wider range of creators, especially those who weren’t programmers.

Fast forward to the highly acclaimed Unreal Engine 4 which was released in 2014, Epic introduced it with the visual scripting system. The idea was to make game development more accessible to a wider range of creators, especially those who weren’t programmers. Blueprints allowed developers to visually connect logic, making scripting easier and more intuitive. It was essentially UnrealScript’s replacement, offering drag-and-drop functionality to build gameplay systems.

The latest updates in Unreal Engine 5 have taken blueprints one step further. Performance enhancements allow Blueprints to run more efficiently and closer to native C++ speeds, making them more suitable for complex projects. Furthermore, users now have the ability to nativize Blueprint code into C++, offering the best of both worlds by combining visual scripting ease with C++’s runtime performance.

Learn more: Unreal's Beginner's Guide to Blueprints

Quick explainer why C++ is used for Unreal Engine (and game dev)

The primary reason why C++ is used in Unreal development is the same reason why it’s used in game development in general—speed and performance. Additionally, as alluded to in the previous section, Unreal development is essentially programming that uses a lot of C++ macros that combine complex code into more easy-to-use bits.

Generally, the C++ language integrates nicely into the more minute processes you may want to program for Unreal. For instance, it shines when you are processing longer arrays and loops that would otherwise be overwhelming to use using blueprints. You can also use C++ for making custom components and game mechanics that would otherwise be difficult in higher level languages.

There are many more areas and disciplines we can talk about when it comes to C++, but the bottom line is that C++ gives you more control with memory. This consequently means more control over the systems that you can work with when developing your game.

Sample C++ code for an Unreal Engine game project. Syntax highlighting provided by Visual Assist plugin.

Comparing Blueprints and C++

When you are starting out in development in Unreal you will often find a clash of opinions on whether you should learn the blueprints system or dive into it with C++. Some people use C++ or blueprints exclusively—here are two summaries of these two views:

Why people may start with ONLY blueprints:

Blueprints are much easier to pick up. You don’t need to dive into complex code—everything’s visual. You’re basically dragging and connecting nodes to create mechanics, which means you can start building right away. 

There is no need to learn C++ before you can make something cool. If you’re new to Unreal Engine or game development in general, this is a huge plus because you can see results fast, without getting stuck on syntax or debugging.

And here’s the thing: Blueprints were introduced by Epic themselves. Similar to all the options available to you inside the engine, blueprints is a super powerful system that can be used for most game mechanics. 

Unreal Engine has optimized them to run smoothly, and unless you’re doing something really performance-heavy (like complex physics simulations), Blueprints will handle it just fine. You can even do advanced logic in Blueprints—things like AI, UI, and game state management—without needing to touch C++.

The other big advantage is speed—not computing speed, that’s C++’s zone. We’re talking about prototyping speed, especially in the early stages of development. Blueprints lets you iterate faster. You can make changes on the fly, test new ideas, and tweak mechanics without waiting for code to compile or worrying about errors. It’s especially helpful in small teams or solo projects where you need to move quickly and stay creative.

Also, Blueprints make it easier for non-programmers (like designers or artists) to collaborate. If you’re working with others, they can understand and adjust the game mechanics without needing to learn C++. 

Now, that’s not saying Blueprints are the only answer, but for most cases, especially if you’re starting out or need to quickly build and test, they’re perfect jumping boards. You can always add C++ later if you need more control or optimization. But for rapid development, ease of use, and accessibility, Blueprints are a great way to go.

So, why Blueprints? Easy to learn, fast to prototype, powerful for most tasks, and great for collaboration. You can always dive into C++ later, but for getting started and getting things done, Blueprints are more than enough!

Why people may start using ONLY C++:

C++ can sound intimidating compared to Blueprints, which lets you drag and drop things easily. But here’s why C++ is worth the challenge. Think of Blueprints like using LEGO blocks—you can build cool things, but you’re limited to prefabs. You can only build stuff with the pieces you have. What if you wanted to create a curved surface when there’s no curved block available?

In C++, you can make your own custom blocks. Curved, straight, jagged, irregular, all’s available for you to create yourself. You can control every detail of how your game works, especially when you want something that Unreal Engine doesn’t offer by default.

Now, performance. When your game gets complex, like with a huge world or a fast-paced multiplayer, C++ runs circles around Blueprints. It’s just faster, talking directly to your computer’s hardware. Imagine you’re building a or an MMO—C++ will handle massive tasks way better than Blueprints. It’s the difference between a race car and a scooter.

And here’s a big one: the industry loves C++ developers. If you master it, you’re not just a game designer—you’re in high demand. Studios know C++ developers can dig deep into the engine, creating systems that Blueprints just can’t match in complexity or performance. Plus, the skills you learn in C++? They transfer to tons of other tech fields like finance, AI, or data analysis.

C++ is harder, but mastering it means you’ll be able to do anything in Unreal + others. You’re not just stuck building with what’s given—you’re creating from scratch. It’s more control, faster performance, deeper understanding, and wider career options. It’s harder, but trust me, once you learn it, you’ll be unstoppable. 

Summary:

Blueprints C++
Ease of use Beginner friendly: Easier to pick up. Steeper learning curve
Readability Uses visual nodes signifying properties. Easy to understand but gets complicated with increasing number of nodes quickly. Uses C++ code bases and solutions. Requires more knowledge but  a few lines of code can be equivalent to a screen full of blueprints.
Flexibility (use cases) Limited by what is exposed in the Blueprint system; hard to implement highly custom systems. Allows full access to everything under the hood. Access the entire engine with custom mechanics and optimizations.
Performance Fast enough for most cases. Not advisable for complex or critical components  High-performance; handles resource-intensive mechanics more efficiently
Collaboration Easy to understand (even for non-programmers) Usually read and written by C++ programmers only.
Usage Primarily used for rapid prototyping, simple logic, assets, scripts, and visual FX Primarily large, complex systems, performance-critical code, advanced customization, and low-level engine access.
Maintenance Can become unwieldy in large-scale projects; hard to track and refactor visual logic. Easier to maintain in large projects with proper coding practices; easier to refactor and debug.
Integration Built into the Unreal ecosystem, works and compiles into C++ Built into the Unreal ecosystem, works with Blueprints

Now wait a minute… Focus on the last row on integration. Both C++ and the blueprint system are integrated into the Unreal development ecosystem and work with each other? So what should I focus on first? Continue to the next section to find out what our suggestion is on the most optimal way of developing in Unreal.

The Most Optimal Approach for C++ vs Blueprints – Our Suggestion:

Using blueprints and C++ are not exclusive. They are both ways to program mechanics, albeit at different levels. Utilize each according to the task requirements.

If you’re coming into this blog post as a bonafide beginner, (no experience with programming, no experience with Unreal) then the most likely best approach for you is to begin using Unreal’s blueprint system. You can expose yourself to the fundamentals of game development and see where you fit in. Are you going to be a game designer handling assets and world building primarily, or do you see yourself as someone who deals with designing the core mechanics of gameplay? 

Either way, it may be best for you to start with blueprints first as its beginner-friendly learning curve can help you answer these questions.

Now, if you have studied both approaches and have a basic understanding of Unreal development, and you’re looking for an answer to the question: What should I master first? Or which is better to use: BP or C++?

There is a false dichotomy between C++ and blueprints. C++ is a programming language, and Blueprints is a scripting system; you don’t have to use either exclusively. In fact, it’s actually better to use both simultaneously. C++ and Blueprints are integrated and allow easy interoperability. 

C++ is naturally better-suited for implementing low-level game systems, and Blueprints is naturally better-suited for defining high-level behaviors and interactions and for integrating aesthetic assets. But luckily for us, the game engine is designed so that you can jump back and forth between native C++ code and the scripting nodes.

The bottom line is that you can use both. Or you should use both so that you can get the benefit out of both systems.

The best way is to create custom C++ functions or classes. Then connect it all in blueprints.

Here is an example:

Say you need to implement a pathfinding mechanic for a small game board. It’s best to write the pathfinding algorithm logic in C++ where you have the benefit of increased logic density, clarity, easy and powerful debugging etc. then expose that to blueprints where you can call it.

It’s worth noting that blueprints weren’t created as an alternative to writing C++, rather, blueprints were created to compliment complex game systems built in C++, by making it very easy to do things like assigning property values in editor as opposed to hard coding it. So as you get more and more familiar with the engine, try creating systems in C++ that you can then extend in blueprints for a very efficient workflow.

With this in mind, our suggestion is to use blueprints and get exposure to how the engine works, and when you’ve hit a wall of complexity that isn’t feasible with blueprints, you can extract the complex logic to C++ and use blueprint nodes to wrap that logic. 

Visual Assist’s own lead developer, Chris Gardner, shows how you can use C++ to create your own powerup in Unreal’s sample shooter game.

By adopting this hybrid workflow, you leverage the best of both worlds: the power and performance of C++ and the user-friendly nature of Blueprints for rapid iteration and testing. As you evolve in your development skills, this combination will enable you to create more complex and engaging gameplay experiences with greater ease.

Developer Protip: Make C++ Development Even More Simple

A lot of the difficulties in C++ come with learning its syntax and how it connects with what you see in the Unreal Editor. C++ can seem intimidating because of the level of abstraction needed. Developers, especially beginners, need all the support they can get.

Choosing your integrated development environment (IDE) is a fundamental decision when you decide to start learning C++ for Unreal. It contains the basic tools required to write and test your game software. And additionally, it provides nifty support and helpful prompts that can guide you.

If you’re coding using Visual Studio (one of the IDEs recommended by Epic themselves), here’s a must-have plugin for Unreal Engine development: Visual Assist. It is a plugin that was made to help Unreal developers working inside Visual Studio. It helps you navigate huge projects. It replaces some IDE features such as  find references with better alternatives. And it even helps your IDE understand Unreal-specific syntax, giving you essential highlighting and context-aware prompts.

Make Visual Studio work better with Unreal development by using Visual Assist.

Visual Assist’s own lead developer, Chris Gardner, shows how you can use C++ to create your own powerup in Unreal’s sample shooter game.

Conclusion:

In conclusion, navigating the world of game development with Unreal Engine involves understanding the complementary strengths of C++ and Blueprints. While Blueprints offer a user-friendly and visually intuitive approach, allowing developers to quickly prototype and implement gameplay mechanics, C++ provides the performance, control, and complexity necessary for serious projects. By recognizing that these two approaches are not mutually exclusive but rather to be used symmetrically, developers can create more efficient game systems. 

By leveraging the unique benefits of both C++ and Blueprints, you position yourself to create more engaging and polished gameplay experiences. Ultimately, whether you’re a newcomer eager to start building or an experienced developer looking to refine your skills, understanding how to effectively combine these tools will be invaluable in your quest to master Unreal Engine. Hence, It is not a question of C++ or Blueprints, but a statement; C++ AND Blueprints.

 

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