BehaviorTree Service C++/Blueprint Performance


I am working on a simple Behavior Tree in C++ and come to the point where I have to implement Services.

Is there a performance gap if I code my “Services” as Blueprintable Functions in my AIController and then call them from a BlueprintService instead of only using C++. The Logic is in C++ anyway and a function call shouldnt be that much of a problem, even in blueprints right?

Thanks in advance :slight_smile: