Hi all,
i really got to jump in now that i hear quite often that casting in Blueprints is a performance killer; which is simply wrong.
See https://forums.unrealengine.com/showthread.php?49895-Is-casting-expensive: It mostly compares Casting vs. Implements Interface checks, but you also get raw numbers. i.e. that one cast costs around 0.4 microseconds. And with looping 10k casts, you still are at 86ms per frame. Of course this is really much, but if you think about it, if you really need to loop even through 1000 objects each frame, you did something terribly wrong, no matter if you are in blueprints or in c++ code.
Cheers,