Blueprints in Unreal is a C++ based visual scripting language built proprietary to Unreal. Blueprints will allow us to create code without the need to touch a line of text in an IDE such as Visual Studio. Instead, Blueprints allows us to create code through the use of drag and drop visual nodes, and connect them together to create nearly any kind of functionality you desire. Those of you who have come from UDK may find some similarity between Kismet and Blueprints, but unlike Kismet, Blueprints allows you to have full control over the creation and modification of functions and variables. It also compiles, which is something Kismet did not do.
Blueprints can inherit from C++ classes, or from other Blueprints. So, for instance, you might have an Enemy
class. An enemy might have a Health field, a Speed field, an Attack field, and a Mesh field. You can then create multiple enemy templates by creating Blueprints that inherit from your Enemy
class and changing each type of enemy's Health...