I am going to answer both questions here
As it currently is, the way Epic has designed the UnrealEngine, native code (.DLL) will not be sent or received over the network (in game) and they are not packaged into a maps .PAK file, the way BluePrints are. They say this is for security reasons and it is something they are working on fixing (I hope they fix this, but lately I am loosing faith in them).
It maybe do able with BP. I choose to use native C++ for it performs much faster then BP runs at, and it seems to me, trying to do anything in BP is more of a pain. And making a game mode in C++ vs BP, I also think the C++ game mode will be consistent across all maps, where as with BP, it is feasible that a map author, adds or changes BP code, that could possible open the door for cheating. We don't know what the maps BP are, because as I understand it, BP cant be "uncooked" back out of the map. (It might be possible, I don't know)
Now the ironic part of all of this, is that with UnrealEngine 4.12 it has a option for when cooking a map, to convert a maps BP into native code, that does get packaged with the map. So, who knows, Epic may actually be onto something here.
Originally posted by MΛuL
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Originally posted by Laambo
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It maybe do able with BP. I choose to use native C++ for it performs much faster then BP runs at, and it seems to me, trying to do anything in BP is more of a pain. And making a game mode in C++ vs BP, I also think the C++ game mode will be consistent across all maps, where as with BP, it is feasible that a map author, adds or changes BP code, that could possible open the door for cheating. We don't know what the maps BP are, because as I understand it, BP cant be "uncooked" back out of the map. (It might be possible, I don't know)
Now the ironic part of all of this, is that with UnrealEngine 4.12 it has a option for when cooking a map, to convert a maps BP into native code, that does get packaged with the map. So, who knows, Epic may actually be onto something here.
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