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For a bigger project, the C++ programmer is unlikely to be the level designer or artist responsible for the items in BP. Adding items in code means that the non-programmers cannot remove components that are critical to the running of that code because they don't know why they're there. You don't make a C++ class and convert it to BP. You create a Blueprint ...


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If you want to accomplish anything in Unreal through code, then you have to use some object-oriented features. The way you implement game mechanics is by creating C++ classes which inherit from the standard classes provided by the engine and override virtual methods with your own code. And any of the engine features you want to access in your code are also ...


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The math behind Physics.LineCast(A, B) is what we call a ray intersection test. We take A to be the origin of the ray, B-A to be the direction of the ray, and look for potential intersections along the line P(t) = A + (B-A)*t for 0 <=t <= 1 (or other equivalent formations that differ only in details) For many shapes, we have a closed-form formula we ...


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