Blueprints In-depth - Part 1
summary
Cuts through generalities and names concrete practices: advocate put core classes in C++ with Blueprint subclasses for content to avoid loading gigabytes of assets; profile and expect Play‑in‑Editor to be much costlier than packaged builds and Blueprints to be noticeably slower than C++ in tight loops; reduce ticking by design—disable ticking by default and prefer timers/events or distance‑based tick rates; move animations into materials or GPU when possible; avoid hard references in function libraries and use soft references and async load for configurable assets.
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chapters (6)
- 0:00Blueprint In-Depth
- 4:44Introduction
- 9:18Feature Overview
- 20:21Run Time Performance
- 31:06Profiling and Debugging
- 39:24Memory And Loading
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