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jbashrc/claude/integration-memory/feedback_cpp_no_bp_dependency.md
2026-05-26 16:59:10 -04:00

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C++ never depends on Blueprint, only the reverse Never propose C++ code that loads/references Blueprint assets; dependency direction is strictly BP → C++ feedback a2780d4f-894b-402a-8101-324052832606

C++ code in this project must never depend on Blueprint assets. Dependencies flow one way only: Blueprints may depend on C++, never the reverse.

Why: The user has stated this as a firm architectural principle. C++ that references BP assets (by soft class path, string, or otherwise) inverts the normal layering and creates fragile coupling to content.

How to apply: When suggesting UMG patterns, do not propose solutions that involve C++ doing CreateWidget on a WBP class, loading a WBP via FSoftClassPath, or otherwise reaching from C++ into /Game/... content. For UMG work initiated from C++, construct widget trees programmatically in C++ (override RebuildWidget, manipulate WidgetTree directly). Blueprint subclasses of C++ widget classes are fine — that's BP depending on C++.