So is there any real difference between using c++ and blueprints in unreal 4?
I have searched post using Google and it seems the largest difference is speed, yet there are large variances on how much faster, and no solid prove.
With my own test I made large looping functions using both, and found no significant drop in frames.
The c++ tutorials for unreal seemed focus on creating blueprint functions, that can be made within the blueprint editor.
My own tests proved that I could add small features that the blueprint couldn't, like making a Actor input for a material.
Assigning a material before a mesh caused visual studio to break, this makes blueprints seem safer, because then there is no way to have a material input without a mesh.
Is there any unique functions that can only be made with c++, or is there any thing that c++ is more efficient at than the blueprints, besides speed?