Non-component based is the current setup, where all implementation is in the single class. I don’t know how much work have to be done to make it work in multiplayer, but I know that it’s rather time consuming to refactor that code. Right now, I’m using component based approach to build a hovercraft and it’s much easier to manage complexity and dependency of the code.
Performance wise, some parts should be moved to c++, but it’s really easy to do on per component basis. Meanwhile blueprint’s performance can get a significant boost with some of the next updates.