Are direct references heavy on ram?

Let’s say I want to access data (at any time) from “ThirdPersonCharacter” in my “Vehicle” blueprint. I can create a variable of type “ThirdPersonCharacter” in “Vehicle” OR create a variable of type Actor/Character and use interfaces to access data from the player. What is preferred and more performant in case the player has hundreds of variables and references to other actors?

If you’re always going to have them loaded together, it doesn’t matter.

But, let’s say, you have 20 levels, and the car only exists in 1. Then it’s not that good to have a car reference in the player, because it means the player will be loading all the car data, even when they do not use it.

So, then you can use a soft ref.

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Hey there @WarlordsInc! Welcome to the community! Clockwork nailed it as always, so if you want to learn more about Soft References in depth with the Unreal team, here’s a good resource:

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