Updated October 2026. Written by the Algosyntax team. We build our plugins in C++ and design them to be used from Blueprints.
Quick answer: you don’t have to pick one. Most Unreal games use both.
- Start with Blueprints if you’re new. You’ll see results fast and learn how the engine works.
- Use C++ for core systems, heavy calculations, and anything the engine only exposes in C++.
- The common setup: systems in C++, gameplay and tweaking in Blueprints that build on top of them.
What Blueprints are good at
- Fast to start. No compiling a separate project or setting up an IDE.
- Visual. Easy to see how things connect, and easy for designers and artists to change.
- Great for gameplay logic, UI, level scripting, animation logic and quick prototypes.
- Hot changes. Edit, compile in the editor, play.
Where Blueprints struggle
- Big graphs get messy and hard to read.
- Heavy maths and large loops run slower than C++.
- Merging is hard. Blueprints are binary files, so two people can’t easily edit the same one.
- Some engine features are only available from C++.
What C++ is good at
- Performance for heavy work every frame.
- Full access to the engine and to third-party libraries.
- Clean code at scale: text files, easy to review, search and merge in version control.
- Building reusable systems and plugins.
Where C++ struggles
- Steeper learning curve, especially with Unreal’s macros and conventions.
- Slower iteration. You compile, and some changes need an editor restart.
- Setup: you need Visual Studio or Rider, and build errors can be confusing at first.
The setup most teams use
- Write a base class in C++ with the core logic and variables.
- Mark what designers need with
UFUNCTION(BlueprintCallable)andUPROPERTY(EditAnywhere, BlueprintReadWrite). - Make a Blueprint child class and do the tuning, effects and level-specific behaviour there.
You get C++ speed and structure, and Blueprint speed of iteration.
A quick guide
| Task | Usually best in |
|---|---|
| Prototype a mechanic | Blueprints |
| UI and menus | Blueprints (C++ for complex widgets) |
| Core systems: inventory, saving, networking | C++ |
| Heavy maths every frame | C++ |
| Level scripting and one-off events | Blueprints |
| Plugins and reusable tools | C++, exposed to Blueprints |
What about AI?
AI coding assistants can now write a lot of Unreal C++ for you, and explain it as they go. That makes C++ easier to reach than it used to be. You still need to understand enough to review and test what it writes, and it helps a lot if you know the engine’s basics from working in Blueprints first.
FAQ
Can I make a whole game in Blueprints?
Yes. Many released games are mostly or entirely Blueprints. Switch parts to C++ when you hit a limit.
Is C++ always faster?
For heavy logic, yes. For simple gameplay events, the difference often doesn’t matter. Profile before you rewrite.
Can I add C++ to a Blueprint-only project later?
Yes. Add a C++ class from the editor and Unreal converts the project to support code.
Related articles
C++ power, Blueprint simplicity. Our plugins are written in C++ and built to be used from Blueprints. For example, VST Audio runs VST3 plugins from C++, Blueprints and MetaSounds. Browse all our Unreal plugins.