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That is pretty much correct. Even with the pretty good workflow in the UI, creating the nodes for the baby steps that mathematical expressions need can be very tedious. But I find it faster than digging through the C++ reference when I need to call some complex high level function to get some game logic going. Casting a ray for a hit test is a nice example for a functuon that is easier to use from a blueprint with its ~10 different parameters that you need to provide.


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