Converting Blueprints the Right Way | Unreal Fest Orlando 2025

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Blueprints
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Blueprints (2022)
Duration: 0:00
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327


Wouldn't it be great to have a button you could click to convert a Blueprint to C++, one that updates your entire project instantly, and leaves it in a fully compiled and runnable state?

Everyone knows that converting Blueprints manually is tedious and highly error-prone, often to the point where you can’t justify the effort and simply live with the problem. However, after a while it can’t be avoided any longer due to performance issues or overly complex Blueprints that are hard to maintain. And typically this comes very late in development—the worst possible time. Ironically, when conversion begins, everyone focuses on the C++ part of the process, which is the easy part. The hard parts are often ignored or left as-is.

Those hard parts are what this talk is really about: fixing up every Blueprint node (especially Cast nodes), every variable, Data Table, asset, INI file, and a whole lot more—not to mention all Actor instances across all levels.

This session shines a light on all these hidden obstacles, and discusses when it makes sense to convert Blueprints. Both existing solutions and 3rd party options are explored. The session will end with a live demo of a one-click Blueprint conversion in action.




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