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So You've Decided to Move from Unity to Unreal Engine

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Re: So You've Decided to Move from Unity to Unreal Engine

#151
post #83

Earlier quoted context omitted.

Blueprints have terrible performance. They just do. Even trying to compile them into c++ doesn't work well. Blueprints run at least 100x-1000x slower than equivalent c++. This isn't even discussing working with multiple coders and version control, which is also a disaster. If you are making a simple game then they can work. If you aren't then they are not great.

1000x slower? No. Just no.

Do some kind of looping math operation and benchmark it.

https://youtu.be/8gVixDglpQ4?t=75

Blueprints are extremely slow vs C++

Re: So You've Decided to Move from Unity to Unreal Engine

#152
post #83

Earlier quoted context omitted.

Blueprints have terrible performance. They just do. Even trying to compile them into c++ doesn't work well. Blueprints run at least 100x-1000x slower than equivalent c++. This isn't even discussing working with multiple coders and version control, which is also a disaster. If you are making a simple game then they can work. If you aren't then they are not great.

>Blueprints run at least 100x-1000x slower than equivalent c++. they are slower but unless you are doing literal math in the blueprints this is a huge exaggeration... which is exactly what one AAA game I worked on did. sigh . And they wondered why we couldn't hit 60fps (tho, that wasn't even the biggest detractor to performance). Now, BP's in general usage when you're not doing literally everything in them is about 1…

Even calling BP code from C++ goes through an interop layer and is still much slower vs the equivalent C++.

I'm not saying never use BP, but everyone should realize the performance cost of using BPs is quite high.

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