Im in the middle of watching the lectures, not sure if i
m understand why we creating BluePrints replicate of the c++ playerController .
from what I remember, earlier on I believe Ben says it’s easier to make modifications in the editor at design-time if you create a Blueprint of the base class. I think this is in the section with DefaultPawn_BP. Otherwise you’d have to extend the base class in code and define all the extra properties/components in code. I think it also stops some connections being broken in the editor when changing certain properties on the class.
Go back to Lesson 75… “Modifying the Default Pawn Actor”
Blueprint is helpful when you are making templates of assets, because it’s very visual, it’s very clear in the Editor what you’re changing and you’re preventing yourself from hard coding changes in assets in to actual C++ code. If you want to change the name of an asset for example, then the editor will track those changes.